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May 21st, 2003, 06:45 PM
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Corporal
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Join Date: May 2003
Location: SF Bay Area, CA
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Re: AI DEATH MATCH 2
[quote]Originally posted by Tymy:
Quote:
Hi CyberSol,
I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.
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I will be making the map with all warp points connected to test the AI's in general expansion and combat. However, once you have the map I'm making (which is derived from MB's), it is very easy to load it in the map maker and delete both sides of the six warp points that connect the 3 middle systems of the dueling channels. The warp points are much easier to delete than add in the included editor.
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May 22nd, 2003, 12:19 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
Quote:
Originally posted by cybersol:
Wow, its been a great second death match. I have read every post in both death match threads.
I downloaded both maps and they are great at balancing things for all atmosphere and colony types. I also like the three dualing channels with the asteroid systems seperating the two sides.
But considering the differences we have seen in this death match between starting in the upper or lower side, I thought there might be a way to further balance the two halves. I am currently working to change the map to incorporate two new ideas. The first idea is that the same planet types and number should be the same distance in game hexes (not systems) from the starting planets for both empires. The second idea is symmetry. If you consider the entire galaxy map with all the system maps inside and do a 180 degree rotation, then the map falls back on top of itself. Player two and three swapped sides during the rotation, but the map (even system maps) look exactly the same as before the rotation. Thus the two players start in absolutely identical situtations.
I am about 3/4 of the way through adding these concepts to your map, but I wanted to know your opinion. Also, what other map changes have considered making but not implemented? Thanks.
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I really like your idea! Please post the map when you could have it!
About the difference to start in the upper or lower side... I don't know why, but the "Colony Ship Bug" always happen in the upper side.
Don't know why an AI decide to build only "Colony Gas" ships, when have lots of Ice planets available to colonize.
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May 22nd, 2003, 12:22 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: AI DEATH MATCH 2
Quote:
Originally posted by Tymy:
quote: Originally posted by cybersol:
Wow, its been a great second death match. I have read every post in both death match threads.
I downloaded both maps and they are great at balancing things for all atmosphere and colony types. I also like the three dualing channels with the asteroid systems seperating the two sides.
But considering the differences we have seen in this death match between starting in the upper or lower side, I thought there might be a way to further balance the two halves. I am currently working to change the map to incorporate two new ideas. The first idea is that the same planet types and number should be the same distance in game hexes (not systems) from the starting planets for both empires. The second idea is symmetry. If you consider the entire galaxy map with all the system maps inside and do a 180 degree rotation, then the map falls back on top of itself. Player two and three swapped sides during the rotation, but the map (even system maps) look exactly the same as before the rotation. Thus the two players start in absolutely identical situtations.
I am about 3/4 of the way through adding these concepts to your map, but I wanted to know your opinion. Also, what other map changes have considered making but not implemented? Thanks.
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Hi SyberSol,
I like your idea. A good balanced map will force the ai to its limits. I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.
This means that the only way to make first contact is to go around this area. To challenge the ai even further more you can make a corridor to both empires by a couple of systems wich are connected by warppoints with a damage when passing through.
Make the ai to do some work to make first contact and even more work to establih a position ´on the otherside´.
Just my thoughts !
gr. Tymy Hugh soory Tymy... but I'm with Unknown Enemy here.
With your suggestion, I think the test would be very partial. Also, even the current map is partial: many times an AI start at the side of other AI...
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May 22nd, 2003, 12:31 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
Tessellate vs United Flora.
The Tessellate ressisted during a time, but when the UF sent their first strong fleets, the game was over.
The UF won at the turn 250.
Here the link: Tessellate_vs_UFlora_FinalB.zip
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May 22nd, 2003, 10:20 PM
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First Lieutenant
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Join Date: Jun 2002
Location: France
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Re: AI DEATH MATCH 2
United floras 2
Tesselate 1
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ïa ! Ïa ! Cthulhu fhtagn ! Cthulhu fhtagn !
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May 23rd, 2003, 01:17 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
United Flora vs Tessellate.
The United Flora won at the turn 310.
A fairly fast victory, considering that they started at the upper side... and looks like the predictions about who would win this final, are accurated.
Here the link: UFlora_vs_Tessellate_Finalb.zip
Edit: standings
United Flora 3
Tessellate 1
[ May 23, 2003, 00:17: Message edited by: Master Belisarius ]
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May 24th, 2003, 01:54 AM
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First Lieutenant
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Join Date: Jun 2002
Location: France
Posts: 664
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Re: AI DEATH MATCH 2
United floras 3
Tesselate 1
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ïa ! Ïa ! Cthulhu fhtagn ! Cthulhu fhtagn !
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