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March 10th, 2003, 08:18 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
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Originally posted by PsychoTechFreak:
JLS and AICampaign answers:
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The simulation files that I have sent to your attention have been created from mid-life large, based on 255.
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Great, I can't wait to Download them.
" Based on 255 "?
You have made other changes in the setting files?
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JLS:"Did you regenerate for a good map?"
PTF: (Yep).
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Excerpt from AIC readme, as well as previous post.
Always click finite on before RE-generating a map! Otherwise ALL planets may have 1k of resorces!
There by possibly corrupting game planet values at start!
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I have seen some of the neat additions in a recently started solo game. I am curious what happens if I take more than 1 racial trait, maybe organic + temporal, what kind of cultural center do I get in this case? So far I always use religious/organic which results in agrarian cultures of course.
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Thanks.
The game will start with about 50% of the general Cultural Centers and then mix the remaining with your racial choices, in AIC
Temporal CC gives you a little extra Research, so you will have more of Temporal, then Agrarian CC's, in the Last 50% of starting Cultural Centers
I have Religious Construction set up in AIC, but no Religious Cultural Centers as of now, do you or anyone have any suggestions for a Religious Cultural Center so I may add this to the next upgrade !!!
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I agree, probably I need some more experience with it. It was just a bit annoying to waste a lot of resources in the finite resources games at the beginning.
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As would, any start from a se4 game in finite play)…
With ‘origin’ in finite however; you would loose all resources in a few years at the Home World, is this not true! Hence, one would not be able to continue a finite game with the ‘origin’
You also have Imperial Trade in AIC, This more then makes up for any wasted surplus in the (first two years) until your 2nd or 3rd colonizer is in the air, when you start a resource deficit . The Trade Center will also help in regards to wasting resources by trading for needed recourses, don’t you agree?
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from the files I have seen that you have made them cheaper. My first thought was about: probably too inexpensive ? But I also need more game play experience with it...
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Thank you, I appreciate your interest, you will notice it will take less then 15 years with about 100 to 200 Million people on the planet (in city) to upgrade from a City to an Arcology. This does not seem unreasonable?
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I have not observed units or ships, just facilities - extensively I admit. The only issue I have seen is, a few turns after, or probably at the same turn the minerals reach zero point:
All cultural centers have been scrapped, only three facilities remain: SY, and the other 2 I might be wrong: resupply depot and a port or similar. You will see it from the files. I send you
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In regards to ships, that’s ok, that you did not post the amounts and makeup as you did in Olegs tests; by you saying the AI scraped ships, the AI had to have a, good many of them, or he would not of scraped anything. AI methodology in this respect is in my previous post.
You are telling me the AI is scraping planetary facilities? I did not know se4 has this ability of the AI scraping Facilities???
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I am going to check out the vehicle Data file. If I get a notion of it, I will do some tweaks for the planned 12-galaxies simulation, or you could reply to my e-mail, whatever comes first.
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I would prefer you do this, thereby understanding the vehicle Data file, any moder can set the AI to have as many ships or Bases as he/she would like; by circumventing Maintenance restrictions to any level on any ship or base in the AI Balance Mod here in AI Campaign. Although caution is offered, in regards to Balance. You don’t want somebody; to have a 800 turn game go sour, just because an ambitious AI designer gave the AI 400 Dreadnoughts or base ships in the end; just to have the most powerful AI in the universe.
If you or any other players needs a hand with AI Campaign or its Sub-Mods, please let me know, this is a new and different concept for the AI… I will surly help you as best I can.
Regarding the planned 12-galaxies simulation or any tests; maybe should wait to be sure the DOS Batch program is compatible with Non SE 4 Based Data files.
Certainly until I tweaked the AIs research and other files from the results of your Last test. Don’t you agree?
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Do not misunderstand, I am thinking about every homeplanet (the humans included) could have infinite resources ! I mean, just to circumvent the problem with AI scrapping cultural centers when HP is depleted, from above. I know this would be a problem if you switch back to a game with infinite resources, you would need two different facility.txt files for both types of games, otherwise the value percentages would go up, that is correct.
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If a human wants an advanced engineering tech (Value Improvement Plant) for his home world he/she can still research it and then build it on the home world, true!
In regards to the AI, I don’t believe the AI scraps any facilities in se4 or AI Campaign after the game starts. Have you tested your DOS batch program before you advanced any turns to be positve that the Facilities are in good order from the start?
With this being true, and the AI does not Scrap facilities, then there may be a flaws in your test or a bug with the DOS program or it only works with BASE se4 Mods. Meaning no disrespect what I am about to say: Your test may not be valid with the tests you have been running for this AIC and Oleg’s AI in his mod.?!?
This flaw can be proven to exist in seconds; by just starting a new game (with out the DOS batch program) with the parameters we discussed. Then checking all facilities and you will notice the Planet and the the CCs on the HomeWorlds are as they should be; as I just did!!!
Poor Oleg, you may have him so concerned, that his AI empire is making weird facilities.
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Did you set up the tests with the defaults that we mentioned for the AIC test. One planet, no warp and finite correct, I feel it is possible you strayed from the test parameters that we discussed; from in the startup or other pre file data changes. Is it possible that you added another mod to AIC inadvertently, there by overwriting AICs data files because, Default should have not been Mid Life, it should have been the top map in quad startup menu at setup, and there is no way in AIC; you could get 255 systems, this would break the SE4 map editor. So I have it set at the Optimal setting of about 114 systems, so others may use se4 Map editor in conjunction with AIC!
So with the Above true; in regards to the AI NOT scraping facilities in SE4 and AIC, then there would be no reasons to change anything in AIC or have dual facility text files, for the reasons you stated. What do you think?
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Well, I need a better feeling for AIC to provide an assumption of a turn count, give me some time.
If I look at the AI SM component costs, I guess it could be scary to meet the first AI. I think the AI should achieve warp at approx. the same time as the usual human setup, balanced to a let's say 120% research candidate. I mean, if the Eee are set up with 130%, they should warp a bit earlier than a 120% race.
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I agree, you are right on at 120% research candidate.
So we would want the AI to Appear way after the Human Player (75-100 turns), via warp, and give the Human Player the Advantage here, so he may obtain a good foot hold (And let the AI just try to take it from them), don’t you agree.
But if the Human Player looses focus on Stellar Manipulation for lets say 75-100 turns in a warp race, then so be it!
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That should be avoided somehow. Value improvement plants, micromanaging, I guess this will be difficult to balance out. Or probably: indepletable home planets by value improving cultural centers.
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I believe all players would deplete the Home World of All recourses in se4 and most/ALL mods currently for Space Empires IV there by causing that game to terminate from lack of resourses with the one system, Finite, with no warp Test. Possably, before warp is achieved. Don't you agree?
However with Finite Mod in AI Campaign: Allows the Human Player to stay in the game and not terminate thru lack of treasury; by use of Imperial Trade.
I believe, what I stated in earlier post to be true!
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Actually no warp and finite, seems it might be very unreasonable for the human Player… Human won’t have a chance, not even slight. Against this AI in AIC; with this setting.
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[ March 10, 2003, 20:48: Message edited by: JLS ]
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