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  #1  
Old March 14th, 2002, 11:06 AM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI longtime simulation feature

Hi again,

unfortunately I had a blackout sometime around 1:00 p.m., but my nose was not upon F12, when I woke up

I think it could be easier to motivate Aaron to patch in a non-overwriting savegame solution. This should not be too difficult, savegame001, savegame002, ...
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Old March 20th, 2002, 01:56 AM
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Master Belisarius Master Belisarius is offline
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Default Re: AI longtime simulation feature

I did a program to simulate the longtime AI run.

Please note that when the turns go on, the game takes more time to run and save the files, then, you should increase the Delay between games to avoid SE4's error Messages...

SE4 Batch

[ 20 March 2002: Message edited by: Master Belisarius ]

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Old March 20th, 2002, 02:13 AM
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Default Re: AI longtime simulation feature

Wow, 8MB of code, that will take some time on my old steam computer.

As for the times in later states of the game, I have noticed that after about 150 turns, the turns do not take longer any more (with 20 races), there seems to be even a decrease in time, maybe due to some dying AIs.

Thanks very much indeed, MB.
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Old March 20th, 2002, 04:11 AM
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Default Re: AI longtime simulation feature

What you could do, is run a DOS shell command:
dir "filename.gam" > test.txt

Then, open test.txt, and see if anything has changed since you Last opened it. (compare with a backup copy of test.txt, made just before you ran SE4 Last time)
This will be sensitive to file SIZE, and creation TIME.

If anything has changed, then SE4 must be done, so run the next turn!
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Old March 20th, 2002, 08:57 PM
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Default Re: AI longtime simulation feature

MB, your Batchproggy makes me feel like a pre-warp population staring at a Borg Cube in the sky.
How ? I should better not ask.

With this we can even do simulations in the background and play a completely different game !

From what I have seen so far, I guess you could easily solve the following, humble request:

Could you implement, that the name of the savegame changes every 10 turns, like "batchtest_001", "batchtest_002" etc. ? This would allow to step into different stages of the simulation game afterwards.
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Old March 21st, 2002, 03:31 AM
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Default Re: AI longtime simulation feature

quote:
Originally posted by PsychoTechFreak:
MB, your Batchproggy makes me feel like a pre-warp population staring at a Borg Cube in the sky.
How ? I should better not ask.

With this we can even do simulations in the background and play a completely different game !

From what I have seen so far, I guess you could easily solve the following, humble request:

Could you implement, that the name of the savegame changes every 10 turns, like "batchtest_001", "batchtest_002" etc. ? This would allow to step into different stages of the simulation game afterwards.



Was not so hard!
I only used the same functionality that have PBW to run SE4: call SE4 using parameters (this was suggested into the Beta Testers forum).
I'll try to work with you suggestion during the weekend.

Suicide Junkie: I'll try a work around, but I have tested what you suggested before... and had not good results.
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Old March 22nd, 2002, 07:41 PM
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Default Re: AI longtime simulation feature

Bump
great program for testing AI/ getting a later stage game and hopping in with high *** tech but no planets or low *** tech and no planets or taking charge of a comp (Last place or some low place) and building up, or for scenario starts
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