.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 20th, 2003, 03:20 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Unknown_Enemy:
The united flora's combo is deadly. Not only this chipset is beautiful, but this AI is still a groundbreaking one.

To my opinion, the best suited techs to fight the talisman are the organic techs. So when you combine the 2......

I wonder if someone will try to make a temporal/cristaline race. Just imagine warships bearing temporal shield bLasters with cristaline armor skiping.....
Agree with you!
But also, please remember that for the AI is VERY important the game settings and map.
With the current conditions, the UF AI is without doubts the best.
But if you remember the fisrt Death Match, although the UF did a very good job, the UF was down of several AIs.
The Narn is the oppossite example... they won the first Death Match withouth problems and in the second, although did a good job too, they were far to repeat their outstanding performances.

One more element to consider is the Bug that makes the AI believe that is lack of resources, when need to decide the Type of Colony: the AI doesn't consider the Bonus to know if is lack of resources or not, then, a colony that should have be used to Research could be used for Minerals... This Bug really hurted the performance of my own AIs (with this map they're always somewhat lack of research/intel).

But regardless the problems, think the 2 Death Matchs helped us to know more about the AIs, and now we have elements to identificate the best AIs. After all these games, I'm sure that some races never will defeat other races... regardless the game settings.

About the Temporal/Crystalline combo, I'm not so sure. After all, think the standard Shield Depleters can eat very well the shields...
After some years playing SE4 and modding/testing AIs, I think the most important racial trait for an AI is the Religious. The Talisman IMHO, although is an unbalanced component, is the best way to make competitive an AI when play against humans.
Reply With Quote
  #2  
Old May 21st, 2003, 01:30 AM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

United Flora vs Tessellate.

Starting in the down side, the Tessellate defeated the UF at the turn 380.
At least the Final will not finish 5-0!

Here the link: UFlora_vs_Tessellate_Final.zip
Reply With Quote
  #3  
Old May 21st, 2003, 07:04 AM
cybersol's Avatar

cybersol cybersol is offline
Corporal
 
Join Date: May 2003
Location: SF Bay Area, CA
Posts: 145
Thanks: 0
Thanked 0 Times in 0 Posts
cybersol is on a distinguished road
Default Re: AI DEATH MATCH 2

Wow, its been a great second death match. I have read every post in both death match threads.

I downloaded both maps and they are great at balancing things for all atmosphere and colony types. I also like the three dualing channels with the asteroid systems seperating the two sides.

But considering the differences we have seen in this death match between starting in the upper or lower side, I thought there might be a way to further balance the two halves. I am currently working to change the map to incorporate two new ideas. The first idea is that the same planet types and number should be the same distance in game hexes (not systems) from the starting planets for both empires. The second idea is symmetry. If you consider the entire galaxy map with all the system maps inside and do a 180 degree rotation, then the map falls back on top of itself. Player two and three swapped sides during the rotation, but the map (even system maps) look exactly the same as before the rotation. Thus the two players start in absolutely identical situtations.

I am about 3/4 of the way through adding these concepts to your map, but I wanted to know your opinion. Also, what other map changes have considered making but not implemented? Thanks.
Reply With Quote
  #4  
Old May 21st, 2003, 10:03 AM
Unknown_Enemy's Avatar

Unknown_Enemy Unknown_Enemy is offline
First Lieutenant
 
Join Date: Jun 2002
Location: France
Posts: 664
Thanks: 0
Thanked 0 Times in 0 Posts
Unknown_Enemy is on a distinguished road
Default Re: AI DEATH MATCH 2

I am interested by such a map !
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ďa ! Ďa ! Cthulhu fhtagn ! Cthulhu fhtagn !
Reply With Quote
  #5  
Old May 21st, 2003, 12:17 PM

Tymy Tymy is offline
Private
 
Join Date: Jan 2003
Location: Den Helder, The Netherlands
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
Tymy is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Originally posted by cybersol:
Wow, its been a great second death match. I have read every post in both death match threads.

I downloaded both maps and they are great at balancing things for all atmosphere and colony types. I also like the three dualing channels with the asteroid systems seperating the two sides.

But considering the differences we have seen in this death match between starting in the upper or lower side, I thought there might be a way to further balance the two halves. I am currently working to change the map to incorporate two new ideas. The first idea is that the same planet types and number should be the same distance in game hexes (not systems) from the starting planets for both empires. The second idea is symmetry. If you consider the entire galaxy map with all the system maps inside and do a 180 degree rotation, then the map falls back on top of itself. Player two and three swapped sides during the rotation, but the map (even system maps) look exactly the same as before the rotation. Thus the two players start in absolutely identical situtations.

I am about 3/4 of the way through adding these concepts to your map, but I wanted to know your opinion. Also, what other map changes have considered making but not implemented? Thanks.
Hi SyberSol,

I like your idea. A good balanced map will force the ai to its limits. I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.

This means that the only way to make first contact is to go around this area. To challenge the ai even further more you can make a corridor to both empires by a couple of systems wich are connected by warppoints with a damage when passing through.

Make the ai to do some work to make first contact and even more work to establih a position ´on the otherside´.

Just my thoughts !

gr. Tymy
Reply With Quote
  #6  
Old May 21st, 2003, 02:31 PM
Unknown_Enemy's Avatar

Unknown_Enemy Unknown_Enemy is offline
First Lieutenant
 
Join Date: Jun 2002
Location: France
Posts: 664
Thanks: 0
Thanked 0 Times in 0 Posts
Unknown_Enemy is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Hi SyberSol,

I like your idea. A good balanced map will force the ai to its limits. I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.

This means that the only way to make first contact is to go around this area. To challenge the ai even further more you can make a corridor to both empires by a couple of systems wich are connected by warppoints with a damage when passing through.

Make the ai to do some work to make first contact and even more work to establih a position ´on the otherside´.

Just my thoughts !

gr. Tymy
I disagree. The goal is to test an AI in its general behavior, here we would test them in a particular case which is rarely relevant to most of our games.
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ďa ! Ďa ! Cthulhu fhtagn ! Cthulhu fhtagn !
Reply With Quote
  #7  
Old May 21st, 2003, 06:45 PM
cybersol's Avatar

cybersol cybersol is offline
Corporal
 
Join Date: May 2003
Location: SF Bay Area, CA
Posts: 145
Thanks: 0
Thanked 0 Times in 0 Posts
cybersol is on a distinguished road
Default Re: AI DEATH MATCH 2

[quote]Originally posted by Tymy:
Quote:
Hi CyberSol,
I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.
I will be making the map with all warp points connected to test the AI's in general expansion and combat. However, once you have the map I'm making (which is derived from MB's), it is very easy to load it in the map maker and delete both sides of the six warp points that connect the 3 middle systems of the dueling channels. The warp points are much easier to delete than add in the included editor.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:53 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.