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  #1  
Old March 5th, 2003, 12:56 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Quote:
Originally posted by PsychoTechFreak:
quote:
Originally posted by oleg:
If you can delay the start of your game a little, I'll post modified files.
Sure, I have not even started to tweak the files for it yet. I expect the main part of the adjustments will not take place before Friday and I think I need at least the whole weekend to fiddle out the settings... Take your appreciated time.

I will see what I can for the empire files, but in some cases there have been +/-2000 pts and even the recommended racial traits are not easy to put together. I just do not want to screw up the AI with it.

As long as you keep the same traits as for 2000 start and simply beef up statistics, there should be no problems at all. Some "neutral" traits like "propulsion expert" or "hardy industrialist" would work fine as well.
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Old March 5th, 2003, 08:51 PM

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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Quote:
Originally posted by PvK:
I am starting to think maybe I should try to see if there are volunteers to help implement Proportions 3 and/or Foundations. It's a ton of work just figuring out what to do, and a cubic ton of work to actually do it, but maybe if we divide it up amongst some volunteers, it could work out. Of course, that still leaves a ton for me to do first... ;-)

PvK[/QB]
You haven’t started Proportions 3.00 yet
You know I'm in and you know what I like to work on
So start delegating; PvK

NOW!

[ March 05, 2003, 18:51: Message edited by: JLS ]
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Old March 5th, 2003, 09:17 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Thinking about the spaceyard component tweaks. I understand the restriction of organic output to let's assume 50% or maybe 25% to circumvent the 1turn colonizer builds. It should be harder to clone or replicate organic material in space anyway, but not too much because of the organic races (org. armor and such) should not be screwed up with it. Another possibility could be to increase the organic needs of a colony pod AND additionally decrease of SY organic output by 50%. I mean, a colony pod could use some more than 2000 org vs. 3500 min.

PvK, was it intended to use SY components on transporters (cargo capability in question), or is it a kind of compromise?

oleg, I am going to look into your ship designs and some AI usage out of the simulation test also, but I appreciate if you provide any comments regarding SY component usage of the AI.
After >60 years all of the WP opening races are lacking minerals, organic cargo is full (as expected). All right, SM ships are expensive. A soulHunter Planet creator has been built with a religious talisman (no weapons), 17K min maintenance costs.

[ March 05, 2003, 20:15: Message edited by: PsychoTechFreak ]
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Old March 6th, 2003, 03:19 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Quote:
Originally posted by PsychoTechFreak:
oleg, I am going to look into your ship designs and some AI usage out of the simulation test also, but I appreciate if you provide any comments regarding SY component usage of the AI.
After >60 years all of the WP opening races are lacking minerals, organic cargo is full (as expected). All right, SM ships are expensive. A soulHunter Planet creator has been built with a religious talisman (no weapons), 17K min maintenance costs.[/QB]
Ooops Will take a look. I posted new Version of my AIs. The should work MUCH better in Non-connected games !
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Old March 6th, 2003, 07:48 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Nobody was this willing to help out with Adamant Mod when I asked for help. Oh well.
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Old March 7th, 2003, 01:56 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Well, there is only that much time we can spend playing, I wish I could test all mods
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Old March 7th, 2003, 03:22 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

I looked again on the proposed game specifications (poor homeworld, no AI bonus) and I have some doubts that any AI will not go bankrupt.

IT is very difficult to make AI for Proportions.
In a normal game all planets are more or less equal. If you have 10 planets, you are about 10 times better off than a guy with just 1 planet. Accordingly, AI files use "planet per item" as a rule. There is a resonably well operating AI feedback loop - more planets you have, more resources you produce, more ships you can afford. Thus, a good written "normal" AI can operate in a wide variety of settings - 3 planet start - no problems, expand 3 times faster, have 3 times more ship. High AI bonus - fine ! more planets, more ships.

The Proportions' situation is completely different. Guy with 10 colonies + homeworld does not have 10 times more resources than the guy with one homeworld. With luck, it would be just 50% more ! Hence - "planet per item" is inoperable for Proportions' AI. All Proportions' AI construction_vehicles.txt work mainly by "must have" option. As a result, there is almost no feedback and Proportions' AI are very inflexible Change AI bonus to high - it still build almost the same number of ships. AI programmer must have some specific game set in mind up when tweaking AI. For example I target one homeworld, low bonus/non bonus set-up. AI should not overspend resources but must provide a challange with low-bonus. Obviously, medium/high bonuses are nice but in fact AI will underperform, it could be made much more frightening

Now, I do not know how it will work with poor/no-bonus start. You may have to reduce all "must have" numbers by third. Just keep in mind this dumbed down AI will be a pushover in normal games ! Alternatively, You may still use low AI bonus. I do not think AI will kill you giving its poor homeworld

[ March 07, 2003, 13:39: Message edited by: oleg ]
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