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  #41  
Old March 14th, 2003, 09:06 PM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

No, it did not solve AI problem
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  #42  
Old March 14th, 2003, 09:11 PM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Quote:
Originally posted by PsychoTechFreak:
Setup is finally done, first investigations:
No AI transport problems so far, but it could be that it just occurs less often. Probably it is even a kind of calculation/rounding problem with the cargo values . The unmodded game has always round numbers from 150/200/250 components, this is different from proportions (e.g. 1004kT).

Cosmetic problem with this setup:
The population bar next to the planet is calculated by the old numbers, I mean 1000M/400B displays a full population bar.

Possible issue:
How does the AI really handle this, I mean, does it "consider" things like a 3750M/400B planet could be filled, don't send more transports and such.
Need some more experience with this setup. If somebody has got any ideas how to check the possible issues with any modifications to accelerate it - post it, please.
The bar becomes "half full" when planet has 200 population units. "Full" bar indicates 1000 population units. AI minister ships population untill planet has 500 population units then goes to another planet. Population mass or planet capacity are irrelevant.

It would be nice if you find the highest population mass after which AI becomes stagnant. Really helpfull !
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  #43  
Old March 14th, 2003, 11:03 PM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

All right, this is what I have observed unfortunately, but probably it helps a bit.
Reproduction Check Frequency := 10000, to investigate the real transport issue without influence of reproduction.
WPs not connected, to keep the observation area small.
Krill population transporter can carry 211
Krill colonizer can carry 202
All planets of the isolated system are colonized.

I do NOT see the "cannot load cargo" message anymore, but the transporters do not leave homeplanet anymore if the colony levels reach 500 obviously:
4 Colonies have got 624 M (which is from 1 colonizer + 2 transporters)
1 Colony has got 835M (1 colonizer + 3 transporters)

I just can see the loaded transporters remaining at the homeplanet. They are "flashing" (I have set animation to ON) at the beginning of each turn, but they don't move anymore.

You are right with the 500M stagnation, oleg. This one is hardcoded, right?
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  #44  
Old March 14th, 2003, 11:06 PM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Read the SE4 Modding 101 tutorial. It will tell you what all of those settings do.

Each shot on the planet kills 1 pop unit, regardless of what
Damage Points To Kill One Population := 200
is set to. Set it to 10000, and every shot on the planet kills 1 pop unit, even if the weapon only does 1 damage.
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  #45  
Old March 15th, 2003, 01:33 AM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Quote:
Originally posted by Imperator Fyron:
Read the SE4 Modding 101 tutorial. It will tell you what all of those settings do.

Each shot on the planet kills 1 pop unit, regardless of what
Damage Points To Kill One Population := 200
is set to. Set it to 10000, and every shot on the planet kills 1 pop unit, even if the weapon only does 1 damage.
Or, do a test, and see what actually happens. Last time I tested this was 1.78 or earlier, but the above was not true, IIRC.

PvK
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  #46  
Old March 15th, 2003, 01:49 AM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Quote:
Or, do a test, and see what actually happens. Last time I tested this was 1.78 or earlier, but the above was not true, IIRC.
That is what happened when I tested it. Actually... to be more accurate, the shots that damage pop/facilities always kill off at least one pop unit. The shots that damage cargo (such as WPs) do no damage to population.
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  #47  
Old March 15th, 2003, 02:39 AM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Quote:
Originally posted by oleg:
Do NOT change "population growth check" ! It should stay the same as in normal Proportions. Not sure about other parameters. Ans do not forget to change Replicant centers in facility.txt or they will become a joke !
Sure, every population modifying file entry needs to be tweaked (unless it does not calculates percentage-wise).

To change pop growth check I would need 0.1 % steps anyway. If 1 pop unit is multiplied by 200 it just would better reflect the "real" population development (if SE4.exe computes 3 decimal places?), I think. But most likely I will not change pop growth check.
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  #48  
Old March 15th, 2003, 02:58 AM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Ok, I just ran some tests to confirm and I guess I mis-remembered. I thought I had seen that it was fixed, but I guess not. Yes, it looks like one shot will always kill at least one pop unit - the damage gets rounded up to the pop damage value, once all units are destroyed. Sigh...

PvK
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  #49  
Old March 15th, 2003, 03:40 AM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Quote:
Originally posted by PsychoTechFreak:
You are right with the 500M stagnation, oleg. This one is hardcoded, right?[/QB]
I think so. It would be nice if MM moves this variable to settings.txt like most other numbers. But untill he does it we will have to live with it ! It is not a bad feature for connected games. AI spread population quite nicely if you play either my Proportions modification or with your settings. I still wonder what is the upper limit on population mass before AI bug kicks in.
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  #50  
Old March 15th, 2003, 03:44 AM
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Default Re: BIG AI problem in Proportion games with "classical" movement :( :(

Quote:
Originally posted by PvK:
Ok, I just ran some tests to confirm and I guess I mis-remembered. I thought I had seen that it was fixed, but I guess not. Yes, it looks like one shot will always kill at least one pop unit - the damage gets rounded up to the pop damage value, once all units are destroyed. Sigh...

PvK
I never said that how it works was good, just that it is how it works.
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