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February 6th, 2001, 06:32 AM
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Sergeant
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Location: Uranus
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Re: AI construction queue problems (ship construction)
HreDaak,
Thanks for the information. I went into my AI files tonight and removed the Defense Base call from the lists and set all the weapon platform calls to 1 per planet.
I also put in God Emperor's increased AI PD Mod.
I play with a heavily Modded set of files and have been for weeks. It has been stable thus far although the AI never built enough stuff. I'm hoping these changes may cure a lot of that.
Thanks again to you and Emperor
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February 6th, 2001, 09:45 AM
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Corporal
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Location: Helsinki, Finland
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Re: AI construction queue problems (ship construction)
quote: Originally posted by Tenryu:
HreDaak,
Thanks for the information. I went into my AI files tonight and removed the Defense Base call from the lists and set all the weapon platform calls to 1 per planet.
The changes you made to the vehicle construction.txt file will take effect only if you load space empire IV again and start a new game. Saved games are not affected by these changes.
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February 6th, 2001, 04:12 PM
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Brigadier General
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Location: Frankfurt, Germany
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Re: AI construction queue problems (ship construction)
Ah, a very interesting topic!
HreDaak, I can confirm both of your observations regarding the defence base and the units.
The reason for production crippling due to units is AFAI can see it the cargo space. The AI just runs out of space but is still trying to produce units in effect building nothing.
But the best is, I think I found the error with the defence bases. It is plain simple. The AI analyses each turn which planet to protect (and will move its defence fleets in accordance). The AI is obviously doing the same for a defence base. So, what does this mean?
Simple. Every time you start a colonizer and this colonizer reaches a world, it will build a defenceless colony which the AI will try to protect with a defence fleet - or a defence base. As we need a space yard for building the base the AI tries something impossible - it tries to build a defence base at planet with no yard! So in effect the AI will try to build a base at this site to fulfil the requirements of the construction file but will never succeed crippling the total production this way.
I have confirmed this by building only space yard enabled colonies. The AI had no problems, builded a base at one of the new colonies and proceeded to build more stuff of the later lines.
I will send this to MM.
[This message has been edited by [K126]Mephisto (edited 06 February 2001).]
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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February 6th, 2001, 05:19 PM
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Corporal
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Join Date: Nov 2000
Location: Helsinki, Finland
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Re: AI construction queue problems (ship construction)
quote: Originally posted by [K126]Mephisto:
Ah, a very interesting topic!
HreDaak, I can confirm both of your observations regarding the defence base and the units.
The reason for production crippling due to units is AFAI can see it the cargo space. The AI just runs out of space but is still trying to produce units in effect building nothing.
But the best is, I think I found the error with the defence bases. It is plain simple. The AI analyses each turn which planet to protect (and will move its defence fleets in accordance). The AI is obviously doing the same for a defence base. So, what does this mean?
Simple. Every time you start a colonizer and this colonizer reaches a world, it will build a defenceless colony which the AI will try to protect with a defence fleet - or a defence base. As we need a space yard for building the base the AI tries something impossible - it tries to build a defence base at planet with no yard! So in effect the AI will try to build a base at this site to fulfil the requirements of the construction file but will never succeed crippling the total production this way.
I have confirmed this by building only space yard enabled colonies. The AI had no problems, builded a base at one of the new colonies and proceeded to build more stuff of the later lines.
I will send this to MM.
[This message has been edited by [K126]Mephisto (edited 06 February 2001).]
Excellent! Send it to MM ASAP  . The solution you've come up with the defense bases sounds reasonable to me. For now everyone should just remove defense bases from their vehicle construction.txt files and make sure that there is enough space on AI planets. This will let the AI build HUGE amounts ships and other stuff.
I have another test game running now in huge galaxy with 254 systems. There are 10 AI players with low computer bonus in this game and some of them are simply enormous. The first AI player atm is Cue Cappa commonwealth. It has score of 3.1M, 216 planets in 47 systems, 324 ships and over 3000 units. Second is the Xi'Chung hive with 2.1M score, 105 planets in 23 systems, 251 ships and over 1300 units. The third one is amonkrie with over 1.6M score.. and the other AI players are doing also pretty well except the cryslonite empire which is about to be wiped out by the Ukra'Tal. So far none of them has had any building problems. This is with the removal of defense bases and making sure that the AI does not run out of space on its planets. Oh and btw its turn 150 in this test game...
One thing i have also noticed is the fact that the AI does not take full advantage of its bonuses when you give it low/medium/high computer bonus. The bonus that does not get fully used is the production bonus. AI gets 2x, 3x, 4x the resources each turn it produces with the computer bonus turned on. But it's ship maintenance max is specified in each races settings.txt file and this is usually set to 80% of max resource income. By setting this limit lets say to 160%, 240% and 320% respectively you can get the AI build absolutely insane amounts of ships (without it having any maintenance problems)provided that you have also fixed those 2 other production problems...
[This message has been edited by HreDaak (edited 06 February 2001).]
[This message has been edited by HreDaak (edited 06 February 2001).]
[This message has been edited by HreDaak (edited 06 February 2001).]
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February 6th, 2001, 07:30 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: AI construction queue problems (ship construction)
quote: Originally posted by HreDaak:
[b] Excellent! Send it to MM ASAP . The solution you've come up with the defense bases sounds reasonable to me. For now everyone should just remove defense bases from their vehicle construction.txt files and make sure that there is enough space on AI planets. This will let the AI build HUGE amounts ships and other stuff.
I have another test game running now in huge galaxy with 254 systems. There are 10 AI players with low computer bonus in this game and some of them are simply enormous. The first AI player atm is Cue Cappa commonwealth. It has score of 3.1M, 216 planets in 47 systems, 324 ships and over 3000 units. Second is the Xi'Chung hive with 2.1M score, 105 planets in 23 systems, 251 ships and over 1300 units. The third one is amonkrie with over 1.6M score.. and the other AI players are doing also pretty well except the cryslonite empire which is about to be wiped out by the Ukra'Tal. So far none of them has had any building problems. This is with the removal of defense bases and making sure that the AI does not run out of space on its planets. Oh and btw its turn 150 in this test game...
One thing i have also noticed is the fact that the AI does not take full advantage of its bonuses when you give it low/medium/high computer bonus. The bonus that does not get fully used is the production bonus. AI gets 2x, 3x, 4x the resources each turn it produces with the computer bonus turned on. But it's ship maintenance max is specified in each races settings.txt file and this is usually set to 80% of max resource income. By setting this limit lets say to 160%, 240% and 320% respectively you can get the AI build absolutely insane amounts of ships (without it having any maintenance problems)provided that you have also fixed those 2 other production problems...
In other words, there's a BUG with AI bonuses. The AI should be calculating its maintenance cost according to what it really has available to spend. If it doesn't "see" the bonus, it's as if it's not really there!
Glad to hear that this has been figured out, though. MM should credit many of you guys as Beta testers!  It sounds like after this next patch the AI is gonna kick ***! We may have to start using the "low" difficulty setting!
[This message has been edited by Baron Munchausen (edited 06 February 2001).]
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February 6th, 2001, 07:43 PM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Re: AI construction queue problems (ship construction)
Great work guys!
This coming patch is going to be great!
Keep up the great work.
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February 6th, 2001, 10:24 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: AI construction queue problems (ship construction)
Right from the mouth of MM (regarding cargo and defense bases):
Thanks for the excellent observations. We had noticed these as well and
are working on putting in a fix for them.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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