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January 25th, 2001, 06:25 AM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
Posts: 320
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Re: Emergency Build - Unfair
If the AI cant do it, we shouldn't be able to either. It should only be used if all the players are human.
Another thing I am not doing anymore,is putting fighters in Groups of less than 5.
I use to put them in Groups of 2. This would overwhelm PD's,since PD's can only fire once per round.
And of course I let the computer control my tactical battles,and use my quadrants which have few or no blackholes.
These changes,take away unfair advantages we all use against the AI,and then complain the AI is no challenge.
Now if we can only get the AI to concentrate it's ships within formations,and turn on cloaking!
[This message has been edited by Emperor Zodd (edited 25 January 2001).]
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January 25th, 2001, 11:34 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Emergency Build - Unfair
Well if you really want to be fair don't build anything at 90% of your planets most turns, never use other races to colonize planets that have the right atmosphere for them, never conquer another race, and never invade planets or capture ships. There has to be some limits on what we don't do just to make it "fair". Every game you play is unfair because the AI is playing it just like they did the first time without learning, so everything you learn about the game by repeated playing is unfair. Everyone has to set their own limits here.
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January 26th, 2001, 02:51 AM
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Sergeant
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Join Date: Jan 2001
Location: Wheaton, IL
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Re: Emergency Build - Unfair
You could always try playing with your eyes shut. Just keep hitting F12 every so often and hope you don't get overrun.
Check out http://www.crisium.com/sn/cbg_intvw.htm for a humorous take on some of the problems of designing an AI that learns to play strategy games like a human does.
-Drake
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January 25th, 2001, 03:16 PM
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Corporal
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Join Date: Sep 2000
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Re: Emergency Build - Unfair
Adjust emergency production to 150% and the slow rate to 25%. As production is additive, you actually loose total output if you use EP in the long run (175% over two years = 87,5% of normal production)
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January 25th, 2001, 07:36 PM
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Private
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Join Date: Oct 2000
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Re: Emergency Build - Unfair
I agree that the Emergency builds have improved, but I still use it all the time because 200% + 25% > 100% + 100%.
I'd like to see it be 150% + 25% < 100% + 100%.
__________________
Commander G
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January 25th, 2001, 07:44 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Emergency Build - Unfair
What about 175% + 25% = 100% + 100%?
That way over the long haul it gives you no benefit or penalty. But as a short term assist, hence the name Emergency build, it is still available.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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January 25th, 2001, 07:48 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Emergency Build - Unfair
The reason it probably still has a net plus is you can lose some if you emergency build something that takes an odd number of turns. For instance take the good old space yard normal build time 5 turns emergency build time 3 turns you lose that half turn in there because build times don't carry over to the next item. I am not saying it is completely balanced but I don't think its a game killer if used in emergencies not just all the time. That is up to individuals though its an option. I don't use it much but I would hate to have to wait 3 to 4 game years to build those stellar manipulation devices without emergency build.
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