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				March 13th, 2003, 09:49 PM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
	
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by oleg: 
He wants population to be a special cargo, which requires special components, like starliner modules. Ans I totally agree with him. 
			
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 Small mistake of mine, it would be everything times 200 not 1,000. 
 
But I still not get the point about starliners and such. What's the difference? You would have to carry 200 pop units instead of 1. This can be handled with starliners also and if you take every pop modifier x 200, and change things like clone centers accordingly it would make no difference to the current gameplay. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 13th, 2003, 09:57 PM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by PsychoTechFreak: 
But I still not get the point about starliners and such. What's the difference? You would have to carry 200 pop units instead of 1. This can be handled with starliners also and if you take every pop modifier x 200, and change things like clone centers accordingly it would make no difference to the current gameplay.[/QB]
			
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 Because it looks cool     humans are not satellites after all, right ? Still this bug puzzles me. Simultaneous turns work perfectly allright, as well as when you play you race with all AI on. It is just simply a bug, Aaron should simply fix it. That' certainly better than turning the beatifull PvK' work upside down ! 
		
	
		
		
		
		
		
		
			
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				March 13th, 2003, 11:06 PM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
			 
             
			
		
		
		
		I agree with the bug. But it could be an improvement in some cases, e.g. finetuning of pop modifiers and such. I am going to give it a try and turn PvK's work  "upside down", I am just curious how this would change gameplay and feel. 
At least it would help the AI as we know yet... until it get's fixed. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 13th, 2003, 11:13 PM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by PsychoTechFreak: 
I agree with the bug. But it could be an improvement in some cases, e.g. finetuning of pop modifiers and such. I am going to give it a try and turn PvK's work  "upside down", I am just curious how this would change gameplay and feel. 
At least it would help the AI as we know yet... until it get's fixed.
			
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 But will it ? There are some well based rumors that 1.84 is the Last patch ever. MM is very busy with future projects and I certainly don't blame him. If only I had an access to source code I would likely nail this bug in no time, it's got to be pretty well localised in AI subroutines. 
		
	
		
		
		
		
		
		
			
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				March 14th, 2003, 05:15 AM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
			 
             
			
		
		
		
		I think MM is still interested in important bugs in SE4. When he might release another patch though, I don't know. Do we think this is a new one from 1.84? Have we seen it in the unmodded game as well? 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 14th, 2003, 10:23 AM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by PvK: 
I think MM is still interested in important bugs in SE4. When he might release another patch though, I don't know. Do we think this is a new one from 1.84? Have we seen it in the unmodded game as well? 
 
PvK
			
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 I hope that MM fixes at least the annoying ship  supply sucking bugs with fighters. 
 
I don't think the topic one is new from 1.84, although I haven't tested yet. It looks like a problem just with heavy weight cargo involved, which should be no problem in the unmodded game unless the AI would not try to transport lots of weapon platforms or somesuch. We have not yet seen it in the unmodded game. I am going to change the pop weight back to 5kT, with an according change to all of the pop modifiers and planet size entries (x200). It will take a while... I expect the AI would work better with this workaround, but let's see... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 14th, 2003, 12:34 PM
			
			
			
		  
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				Re: BIG  AI problem in Proportion games with "classical" movement :( :(
			 
             
			
		
		
		
		PvK, I need some hints: 
 
How to modify the following, in case of 200 pop units now would reflect 1 in proportions 2.5.3.1: 
 
Population Defender Attack Strength                                   := 3 
Population Defender Hit Points                                        := 100 
 
Damage Points To Kill One Population                                  := 200 
 
And, because I think the scores would go up with 200 times the old populations: 
 
AI Uses Mega Evil Empire                                              := True 
AI Mega Evil Empire Threshold Score Thousands                         := 600 
AI Human Mega Evil Empire Score Percent                               := 400 
AI Computer Mega Evil Empire Score Percent                            := 500 
 
Maximum Population For Abandon Planet Order                           := 50 
 
Can I modify... 
Reproduction Check Frequency                                          := 10 
... back to 1 and use 1/10th of the according pop grow factors (facilities and such). I doubt, because of 1% min., right? But would be nice. 
 
Has anybody tried to change this one to "true" already, and does it work?: 
 
Simultaneous Games Show Strategic Combat                              := False 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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