|
|
|
 |

March 20th, 2003, 11:17 AM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
Quote:
Originally posted by Master Belisarius:
Hope was not offensive...
|
Not at all, just very helpful.
Quote:
Originally posted by Master Belisarius:
Think all the AI modders should know this problem... would you mind to write it and our fix in a new post??
|
Yes, I will.
__________________
homo homini lupus est
|

March 20th, 2003, 12:02 PM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
Quote:
Hug, are you talking about this contest?
Because can't see this problem with the current map and settings.
|
Indeed we are. Every time I checked the EA it had to few radioactive planets. The EA has no deficit but an unbalance. It has 300k minerals and only 10k radioactive. Because of this it won't build ships. However I have to correct myself in one way. It is not because of the 100% planets but seems to be a problem with bonus. In a non bonus game, the EA keeps a good balance between all resources but in the bonus game it gets to much minerals and to few radioactive for a good balance. But until we can finally teach the AI to adjust its economy to its needs I will have to live with it. 
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

March 20th, 2003, 03:14 PM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
Quote:
Originally posted by Mephisto:
The EA has no deficit but an unbalance. It has 300k minerals and only 10k radioactive. Because of this it won't build ships.
|
Honestly, NEVER knew that a resource unbalance would force the AI to stop to build ships.
Never considered this, and then, I'll do my own tests...
About the Fazrah vs EA, I have checked how the EA selected the planets: only had 2 Refining Colonies in the systems that I did for it.
Why? Because in the planets.txt the EA have this option "Max Per System := 2"
Then, agree that this could affect the EA behavior: they were not designed to have many Refining Colonies placed in the same system. But I have assumed that if any AI would be lack of resources, always could use a planet not specially designed for Refining Colony and still get good resources.
About the problem with the "Low Bonus", I have my own guess: think the AI doesn't consider the bonus to select the kind of colony.
It mean, that they could FORCE a planet to be a Mining Colony, because believe that is lack of mineral without consider the bonus...
I have noted that my AIs used the planets with 70/70/70 for Mining Colony, when they still had a lot of Mineral available.
|

March 20th, 2003, 03:52 PM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
Quote:
Originally posted by Master Belisarius:
About the problem with the "Low Bonus", I have my own guess: think the AI doesn't consider the bonus to select the kind of colony.
|
I can confirm this. In recent test games (with AI bonus) my AIs quite freqeuntly didn't follow my calls in the planet_types-file. They built up mining colonies on planets with a mineral value from 50%-99%. After realizing that I switched off the bonus (setting the AI to human control) and found everytime that the minerals net production per turn had become negative.
I think you're right. The AI didn't take the bonus factor into account, the colonizing decisions are based on the "basic" not the "bonus" income.
BTW I'm quite sure that this safety device (overriding my colony calls) only takes place if the planet has a value of 50% or more. I never had an AI (no bonus and bonus games) using a planet with a min/org/rad value lesser than 50% as a mining/farming/refining colony. No matter how big its lack of resources was.
__________________
homo homini lupus est
|

March 20th, 2003, 04:39 PM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
Quote:
Originally posted by Rexxx:
I can confirm this. In recent test games (with AI bonus) my AIs quite freqeuntly didn't follow my calls in the planet_types-file. They built up mining colonies on planets with a mineral value from 50%-99%. After realizing that I switched off the bonus (setting the AI to human control) and found everytime that the minerals net production per turn had become negative.
I think you're right. The AI didn't take the bonus factor into account, the colonizing decisions are based on the "basic" not the "bonus" income.
|
Ok, thanks!
Quote:
Originally posted by Rexxx:
BTW I'm quite sure that this safety device (overriding my colony calls) only takes place if the planet has a value of 50% or more. I never had an AI (no bonus and bonus games) using a planet with a min/org/rad value lesser than 50% as a mining/farming/refining colony. No matter how big its lack of resources was.
|
Good! Then it was fixed, because in the past, I saw the AI select a planet as Mining Colony, when the planet had 0% in Mineral!!!
|

March 20th, 2003, 05:07 PM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
I guess, the "overriding mechanism" is only invoked if the AI really has a negative income. As the EA has no negative income (the maintenance setting keeps it just above that) it will follow the Ai files (i.e. too few radioactive planets for this map). Well, you cannot create an AI for every map. Sometimes it works, sometimes it doesn't. 
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

March 20th, 2003, 05:31 PM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEATH MATCH 2
Quote:
Originally posted by Mephisto:
I guess, the "overriding mechanism" is only invoked if the AI really has a negative income. As the EA has no negative income (the maintenance setting keeps it just above that) it will follow the Ai files (i.e. too few radioactive planets for this map). Well, you cannot create an AI for every map. Sometimes it works, sometimes it doesn't.
|
Thanks.
But it worked in the previous contest...
Don't understand how the low bonus can affect the AI.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|