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  #1  
Old March 11th, 2003, 08:32 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

I don't feel offended, I am just annoyed a bit about my lacking time at the moment. I would like to help a lot more, but I can't. Again, I have not yet read all of your post, but I will answer later.

This is what I have digged up now:
Quote:
Version 1.24:

7. Fixed - AI should scrap any atmospheric converters if the desired
atmosphere has been attained on the planet.

Version 1.20:

18. Fixed - Improved the AI's scrapping of uneeded facilities in a finite
resource game.
The bottom fix now makes some sense to me: It looks like the AI feels the cultural centers become worthless when minerals are depleted, because the CC does not produce any minerals at that time. But I will test it again (without batch program, but I guess it will be the same, at least with our finite setup).
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Old March 11th, 2003, 10:08 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

All right, I have seen the scrapping of CC facilities now also without batch program.

It looks a bit like a not intended feature, but I need to investigate more about it:

This is what I have done:
-Changed settings.txt to 255 systems max.
-changed plr starting resources high to 2000, so the homeplanet would be depleted after the first turn
-game setup was AIC, large midlife quadrant, 1 good planet start (but with the modded 2000 min start)
-high research, everything researched from the beginning, cos I thought it could be that the AI wants to build something else than a CC

Turn 1: homeplanet depleted, but nothing else within the next turns, CC facilities ok

About one year later (2401.1), I just see the message: scrapped ship xxx, but no message about scrapping facilities, I investigate the homeplanet facilities window and what has happened? Only a spaceyard and a spacedock 2/20 facilities at the homeplanet.

Mmmh, looks a bit weird and could be either intended or a bug, but it obviously has nothing to do with SE4batch.

Anyway, I am going to do some more tests about it before the next simulation.

JLS, I have found another mail address in the mod picker window, when your mod is picked (...@msn.com), should I take this one next time? Or did you receive my files in the meantime?

EDIT:
It is the same with turn based, WPs connected, finite resources, proportions, medium quadrant strands:
Approximately one year after the homeplanet has been depleted, the CC facilities are gone. No message about it also (same as in AICampaign).

JLS, I think we need a workaround for AIC/proportions games with finite resources. I am going to continue some simulations with infinite resources now, because I think it does not make much sense to continue finite resources with these conditions. SE4batch and AI deathmatch#2 computing can be trusted again !

PS: To make it clear, all of the tests above have been done without SE4batch !

[ March 11, 2003, 20:51: Message edited by: PsychoTechFreak ]
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Old March 11th, 2003, 10:51 PM

JLS JLS is offline
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Ahh, I see what you mean regards to scraping facilities, now!
Thanks

But that was fixed so long ago.

The solo AIC game I am playing now, is in turn 688; I am in 9th , out of 12 AI Players and 6 Neutrals and 1 independent. (with View all players scores)
I check on a differant AI, about 10 turns, on average, thru out this game, with the AI having constant up and down resource deficits. ALL AI Home Worlds Culture Centers are fine.

I have Grand Lord Vito AIC save game, GVL is in 2nd of his 732 Turn game and all AI Cultural Centers are Fine, in that game as well….
There is one Organic race that went from 2nd to 3rd Place with losses to ships and Planets and ran a {Currant total} resource deficit now for over (allot) of turns; All Cultural Centers are fine for that race.
1rst Place is held by AI Player with 281 Ships and 13 bases has a net per turn of in lowest of +7332 per turn.

Sorry, I don’t know what to say, about your DOS test. Every thing plays fine in regular game play, with ALL types of Culture Centers.

I can send you the Save Game files if, you like?

I guess the Space Empire Patch’s in v1.20 and v1.24 has worked. Is it possible that the DOS Program you are using has data in it that predates the above Patchs? I don’t know, I have not received your Email yet from your test.

~~~~~

How does other MODs stack up to your test, that have similar Urban Centers facilities?

My teen age son and I are currently playing Adamant Mod they have facilities Similar.

Proportions MOD also uses Cultural Facilities that are Similar.

With the same Parameter test, will there Urban Center End up missing?

[ March 11, 2003, 20:55: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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Old March 11th, 2003, 10:56 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Read my EDIT below:
Quote:
EDIT:
It is the same with turn based, WPs connected, finite resources, proportions, medium quadrant strands:
Approximately one year after the homeplanet has been depleted, the CC facilities are gone. No message about it also (same as in AICampaign).

JLS, I think we need a workaround for AIC/proportions games with finite resources. I am going to continue some simulations with infinite resources now, because I think it does not make much sense to continue finite resources with these conditions. SE4batch and AI deathmatch#2 computing can be trusted again !

PS: To make it clear, all of the tests above have been done without SE4batch !
After your homeplanets have been depleted completely (0 minerals) you need to wait about another year, then take a look again ! It looks like a misunderstanding, I am talking about resources depleted on the planet (values on 0kT), not about a lack of AI resources.

[ March 11, 2003, 21:01: Message edited by: PsychoTechFreak ]
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Old March 11th, 2003, 10:59 PM

JLS JLS is offline
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Great, it looks you may, have found something...

If you did, and we fix it. I want your name on this Finite Mod as well!!!!


[ March 11, 2003, 22:37: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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Old March 11th, 2003, 11:11 PM

JLS JLS is offline
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Regarding EMAIL, please use any.

Thanks
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #7  
Old March 11th, 2003, 11:16 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

JLS, I have sent an empty test mail to the other (msn.com) address.

You can reply any Eee tweaks to the mail (if you hopefully receive this one).

Are you still interested in the old 100 year simulation? Both (Eee and Cue Cappa) had the mentioned CC scraps after about 30-35 years, so I am not sure if it helps a lot. I better wait for your input first.
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