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Old February 6th, 2001, 10:50 PM
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Daynarr Daynarr is offline
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Default Re: Should score be based on firepower?

Well, the trouble with score that takes mothballed ships into account is not only in multiplayer but in single player too. First, AI will consider its surrender based on your score - you can make a HUGE fleet of mothballed ships and then ask all AI's to surrender to you one after another, and with each surrender you will be even more powerful and get the rest of them to surrender more easily. This way you could almost win the game without having any real combat with enemy. I don't know about you but I think that tactic should be prevented somehow.

In multiplayer the situation is much brighter since both players are on even ground. However, the game there looks more like slaughterhouse with couple of butchers (humans) trying to kill as many sheep's (AI's) as fast as possible. Now that may not be a unbalancing factor and the game will still be won by a better player, but I don't think that AI was designed with that (sheep) role in mind.

Simply cutting (at least to 1/10th of the score) or eliminating the scoring for mothballed ships and eliminating the empty hull tactic (by counting their components into score) would improve AI value and make games more interesting. It is just my opinion though.

[This message has been edited by Daynarr (edited 06 February 2001).]
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Old February 7th, 2001, 01:54 AM

Tomgs Tomgs is offline
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Default Re: Should score be based on firepower?

Even without mothballing the tactic would work fast if you build bases (50% maintaince) and took a maintaince boost at start up. You would be able to build up bases and a few scout ships and still require the AI to surrender very fast. This tactic is very boring but it would work. Even without mothballing I very rarely have to slow down or stop building ships because of lack of minerals. The only time that happens is when I build a lot of stellar manipulation ships or bases all at once. That is much later in the game than you are talking about.

You can also adjust the score that the AI's accept surrender on if you think they surrender too easily. I do think that if exploited it is too easy but if you have a fleet occupying their homeworld and all their ships are destroyed, unless they are xenophobes, they should consider surrendering. I do think however if you have "glassed" one or more of their worlds they should fight on a lot longer unless they are an extremely pacificist race. Right now the different races aren't that much different in the way they react (without mods) except the Xenophobes do take a lot longer to surrender.

I guess what I am saying is yes mothballing can be an exploit but it makes the game too easy and so you will become bored easily and so will not do it very often. If you enjoy taking a lot of the risk out of it I say go ahead and do it till you get bored and then do it a different way. For multiplayer this could hurt your opponent if it is abused but it really isn't much faster if you can build ships nonstop in the beginning anyway so I don't see any great harm.

[This message has been edited by Tomgs (edited 07 February 2001).]
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Old February 7th, 2001, 11:13 AM
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Daynarr Daynarr is offline
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Default Re: Should score be based on firepower?

quote:
Originally posted by Tomgs:
Even without mothballing the tactic would work fast if you build bases (50% maintaince) and took a maintaince boost at start up. You would be able to build up bases and a few scout ships and still require the AI to surrender very fast. This tactic is very boring but it would work.


Yes, but if you use the maintenance as the base for the score you will also get only 50% of points for bases. That will eliminate that tactic.


quote:
Even without mothballing I very rarely have to slow down or stop building ships because of lack of minerals. The only time that happens is when I build a lot of stellar manipulation ships or bases all at once. That is much later in the game than you are talking about.


Well, the scoring system that I suggested won't change anything in there. The AI will be building a loads of ships too, now that the problem with AI construction queues has been found AI will be on more-less even ground with human in building area. Also, you can overproduce the ships in early game just by building a large number of Base Space Yards, which are very fast to build and low on maintenance. That would make it a issue in the early parts of game too (you just need to build a large number of BSY and then build and mothball ships, it can be done very fast).

quote:
You can also adjust the score that the AI's accept surrender on if you think they surrender too easily. I do think that if exploited it is too easy but if you have a fleet occupying their homeworld and all their ships are destroyed, unless they are xenophobes, they should consider surrendering. I do think however if you have "glassed" one or more of their worlds they should fight on a lot longer unless they are an extremely pacificist race. Right now the different races aren't that much different in the way they react (without mods) except the Xenophobes do take a lot longer to surrender.


Well, I have disabled surrender for Xenophobe Sergetti and Xi'Chung, but the non-xenophobe or non-honorable races should have an option open to surrender if there is no hope left. Of course, that can and should be addressed in more then one way (like improving AI diplomacy ability, giving huge political penalties for genocide of race - atrocities, etc.) but at the moment, AI only looks at scoring when he decides on diplomatic actions. The scoring at the moment has a huge impact on the game, surrendering been just the most obvious part, but AI looks at score for all of his actions toward another empire. Score influences things like trade, demands, threats, requests, etc. - basically all of the diplomacy. It has a huge effect on game and simply needs to be accurate.
IMO the scoring has to be a way to determine empires true power. And that power includes both economical and military power. However, if you have an empire that has 100 mothballed ships and can support only 10 of them, then empire's true military power is these 10 ships it can support. The fact is that you can unmothball ships faster then produce new ones but you still need to pay resources to unmothball ships. You can't just unmothball a number of ships, throw them into battle, lose them and then do it all over again - you need to gather resources necessary to unmothball ships first. So, if an empire doesn't have these resources all of its mothballed ships are going to just sit useless. The empire may have the resources to unmothball all of it's ships, but then again it may not - it makes a world of difference but this is not visible by the number of mothballed ships. An empire that has 100 mothballed ships that can unmothball them all and the one that has 100 mothballed ships and can't unmothball any of them, at the present scoring system would have the same score - and that IMO is not right. So, the scoring of mothballed ships doesn't accurately represent the true military power of an empire. The true military power IMO is just the amount of ships that empire has (active) and can support.
The scoring system I propose will have an effect that if you are not at war, you will probably mothball ships in order to save resources and that will reflect your overall scoring. Also, if you want yourself to be seen as a great power, you will have to have some active ships - just like in true life. Also, it will make you much less likely to become an MEE during peacetime, which is also realistic IMO - you won't be seen as a military threat if you are peaceful(it opens up a new tactic to mothball your ships in order to avoid MEE status). At peace time the economic power will have the biggest impact on scoring which is also right IMO. When the war breaks out, you will use your full military potential and that will also reflect in your score - which IS your true military power in that situation.
The maintenance simply reflects this very accurately and should be used as scoring base for military power.

quote:
I guess what I am saying is yes mothballing can be an exploit but it makes the game too easy and so you will become bored easily and so will not do it very often. If you enjoy taking a lot of the risk out of it I say go ahead and do it till you get bored and then do it a different way. For multiplayer this could hurt your opponent if it is abused but it really isn't much faster if you can build ships nonstop in the beginning anyway so I don't see any great harm.


Well, I don't use this because this really isn't interesting way to play game, but the fact that you don't want to (ab)use a flaw in the game, doesn't mean that it shouldn't be fixed.

[This message has been edited by Daynarr (edited 07 February 2001).]
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Old February 7th, 2001, 11:37 PM

Tomgs Tomgs is offline
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Default Re: Should score be based on firepower?

Daynarr I agree with you that the best way to stop this is to fix the Diplomacy issues in the game. I just don't think that mothballed ships are that dangerous an issue by itself. If the different empires actually reacted differently to the same stimulus then one "rush" tactic wouldn't work against all of them. I do believe however that there is a potential for abuse with the mothballing and it should be addressed but diferentiating of the AI's diplomacy would address the root cause of the problem. The same effect can be obtained using different tactics so fixing the mothballing alone wouldn't fix the problem only mask it a little.

I also think that if the AI queue problem is fixed that this will help a lot and if the movement of population is handled better (it is adressed in the patch so hopefully it will be much better) the AI may be much better after the patch and subsiquent mods.

After the obvious bugs are squashed and the bugs that arise from that squishing are dealt with I would hope that we are given a few more options to mod the races to make them different. The genocide areas should be added and pacificist races versus warlike races should be allowed to react differently in the game.
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Old February 7th, 2001, 11:43 PM

SunDevil SunDevil is offline
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Default Re: Should score be based on firepower?

My mod fixed the diplomacy issues.

[This message has been edited by SunDevil (edited 07 February 2001).]
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