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February 2nd, 2001, 02:08 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: AI construction queue problems (ship construction)
quote: Originally posted by [K126]Mephisto:
I can think of 2 possible reasons for this:
1.) You need to have some storage facilities. Even if you have plenty of resources left and the ship/unit to build is no problem at all the AI will still stop building anything until you give them some storage facilities.
2.) You describe the problem as partial using of the queues. The AI will only process 1 line at a time no matter how much resources are left for building the second or later lines. A good example are colonizers:
If you make the AI build a large number of colonizers the Ai is nearly stuck in this build line as colonizers are often destroyed or reach their target. The AI will then try to reach the specified number of colonizers again so it is stuck at this build line. A solution is to build only a few colonizers in the first line (to make sure their are always some colonizers), add a second line for some warships and make a third line for some more colonizers.
This concept is true for warships, too. If you tell the Ai to build 1 ship per planet the AI is virtually stuck at this line as it is very hard to reach that many ships (to many are lost for some reason or another to get this number of ships). Hope this helps.
You could consider forwarding this to MM, if you haven't done so already.
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February 2nd, 2001, 11:16 AM
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Brigadier General
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Re: AI construction queue problems (ship construction)
I did. 
I think MM will get to this once the have squished all the other nasty little bugs.
__________________
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
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February 2nd, 2001, 11:32 AM
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Colonel
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Re: AI construction queue problems (ship construction)
This is a very useful information Mephisto. It explains the problems I have encountered when trying to modify the construction.vehicle.txt files. Now I will try again!
Thank you very much.
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February 2nd, 2001, 12:13 PM
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Corporal
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Join Date: Nov 2000
Location: Helsinki, Finland
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Re: AI construction queue problems (ship construction)
quote: Originally posted by [K126]Mephisto:
I can think of 2 possible reasons for this:
1.) You need to have some storage facilities. Even if you have plenty of resources left and the ship/unit to build is no problem at all the AI will still stop building anything until you give them some storage facilities.
Yes, this can cause AI building problems, but AI usually had enough storages... (500k,250k,250k)
quote:
2.) You describe the problem as partial using of the queues. The AI will only process 1 line at a time no matter how much resources are left for building the second or later lines.
Hummh.. do you mean that AI will process only 1 entry from the construction.txt file each turn? I made a testconstuction.txt file that contained 30 emptry entries, all the stellar manipulation entries from the infrastructure state and at the end was a call to build 5 colonizers. AI had NO problems building those colonizers each and every turn. So i dont think this could be the reason. There seemed to be no limit how many lines it could process each turn.
quote:
A good example are colonizers:
If you make the AI build a large number of colonizers the Ai is nearly stuck in this build line as colonizers are often destroyed or reach their target. The AI will then try to reach the specified number of colonizers again so it is stuck at this build line. A solution is to build only a few colonizers in the first line (to make sure their are always some colonizers), add a second line for some warships and make a third line for some more colonizers.
This concept is true for warships, too. If you tell the Ai to build 1 ship per planet the AI is virtually stuck at this line as it is very hard to reach that many ships (to many are lost for some reason or another to .
Yes, i was very careful to avoid this problem in my testgames. The only entry that was impossible for the AI to build was the LAST entry at each AI state. While being in the exploration state (AI seems to always be on exploration state untill it makes first contact) AI's were building just fine. Then after they made contact, some of the AI's stopped building. Then the AI's that did not stop building started to whack those that did stop building. Even though the ones that stopped all building were losing huge amounts of ships they were not trying to replace their losses. They had enough resource production (maintenance was 0%), enough storage facilities and every AI state in the construction.txt file should have been screaming for them to build more ships.
But they didn't... this is the problem that has been bothering me.
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February 2nd, 2001, 07:03 PM
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First Lieutenant
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Re: AI construction queue problems (ship construction)
quote: every AI state in the construction.txt file should have been screaming for them to build more ships.
But they didn't...
Suicidal AI?
------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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February 2nd, 2001, 08:43 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: AI construction queue problems (ship construction)
quote: Originally posted by [K126]Mephisto:
Line 3 and all following are ignored now no matter how much more resources or space yards you have left! We already build something and that is enough for the AI.
So you are saying if 100 spaceyards are empty and it decides based on this to build 1 colonizer this turn then it will leave all the other spaceyards empty? It seems that we should severly limit the number of spaceyards that the AI builds then because after the first few they will always have many empty ones. No wonder I almost always see 80 to 90% empty build queues on the AI in the mid to late game. This is just wrong. If the AI could be made to use its existing resources, even though it doesn't seem to follow up enough, it would have then have enough ships to pose a threat and have some defence. I would hope that this changes soon and allows the AI to build ships with the amount of maintaince and building queues in mind instead of the number of lines it can read.
The other problem the AI has with scrapping ships and bases is probably related to this also. If it hits a line that causes it to build many ships all at once and it has the capability to do that it will probably overbuild its maintaince capabilities and then have to scrap ships to survive.
[This message has been edited by Tomgs (edited 02 February 2001).]
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February 2nd, 2001, 09:15 PM
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Corporal
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Join Date: Nov 2000
Location: Helsinki, Finland
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Re: AI construction queue problems (ship construction)
quote: Originally posted by Tomgs:
So you are saying if 100 spaceyards are empty and it decides based on this to build 1 colonizer this turn then it will leave all the other spaceyards empty? It seems that we should severly limit the number of spaceyards that the AI builds then because after the first few they will always have many empty ones. No wonder I almost always see 80 to 90% empty build queues on the AI in the mid to late game. This is just wrong. If the AI could be made to use its existing resources, even though it doesn't seem to follow up enough, it would have then have enough ships to pose a threat and have some defence. I would hope that this changes soon and allows the AI to build ships with the amount of maintaince and building queues in mind instead of the number of lines it can read.
I have tested this and can assure you now that the AI does build from more than one line per turn. Infact it assigns them atleast from 10 different lines. You can test this by your selves by starting a game with modified construction file. Modify the exploration state and put on each line different item with 1 Must Have At Least.
Start a new game with 10 planets at start option turned on (each planet does have 1 space yard so you have 10 space yards). Let the computer make 1 turn then check its build queue and you will notice that each space yard is building different item and all the 10 space yards are in use. So this clearly is not the limiting factor...
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