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  #41  
Old February 6th, 2001, 11:06 PM

HreDaak HreDaak is offline
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Default Re: AI construction queue problems (ship construction)

Great news Mephisto .

Just to bring a small update on how the test game is progressing. Its turn 206 and here are some stats: 1st Cue Cappa with 5.1M score, 286 planets in 70 systems, nearly 4000 units and 476 ships. 2nd Xi'Chung hive with 2.2M score, 111 planets in 29 systems, nearly 1500 units and 225 ships. Seems to me that Cue Cappa has captured a fairly large fleet from Xi'Chung as it now has nearly 50 Xi'Chung ships . Uuups, just noticed that the Amonkrie has climbed to the second place with 2.9M score . Hih.. this indeed is fun to watch . The bastard Ukra'Tal made peace with the cryslonite and they now have military alliance.. so the cryslonite meanies are still alive.. barely though as they only have 7 planets left .


[This message has been edited by HreDaak (edited 06 February 2001).]
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  #42  
Old February 6th, 2001, 11:12 PM

Emperor Zodd Emperor Zodd is offline
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Default Re: AI construction queue problems (ship construction)

Thanks Mephisto.

This patch is going to be huge!
Aaron has been telling me about alot more issues he is working on that will resolve problems with exploiting the AI and play balance.

I can't wait to see how much better the AI will play.



[This message has been edited by Emperor Zodd (edited 06 February 2001).]
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  #43  
Old February 7th, 2001, 03:25 PM
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Default Re: AI construction queue problems (ship construction)

Ok, for anyone reading this thread, but afraid to modify their \AI files. Here is the file everyone is talking about with the temporary fix until the patch comes out. I have removed the Infrastructure call to "Defense Base" and substituted in its place a call to "Defense Ship". I tested this Last night, and all appears to be working OK. Place this file in your \AI directory.

[This message has been edited by Tampa_Gamer (edited 07 February 2001).]
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  #44  
Old February 7th, 2001, 04:14 PM

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Default Re: AI construction queue problems (ship construction)

quote:
Originally posted by Tampa_Gamer:
I have removed the Infrastructure call to "Defense Base" and substituted in its place a call to "Defense Ship".


Excellent idea Tampa! I will replace my file with this one. I just yanked the Def Base call and renumbered. I spent a few minutes thinking about putting something else in its place but, since I haven't really done much to the AI files, I wasn't sure what effect any replacement might have. The Def ship, however, sounds ok.

BTW, I also set almost all the Weapons Platform calls to 10,1. I left any 10,0 calls. Not really sure what the major difference is between these statements. If I understand it correctly, the 10,1 will build one per planet and make sure you have at least one of them( on each planet?) and the 10,0 will build one per planet.

Question: Does this mean if I have 10 planets and I have it set for 10,0 the AI may try to build 10 Weapon Platforms but might try and stick them all on the same world, whereas, the 10,1 would limit it to no more then 1 platform per world?

If it doesn't it probably should.

If the latter is true then, in line with some of the discussions here, we may also need to make sure there are no 10,0 Weapon Platform calls in the files.

Any idea?
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  #45  
Old February 7th, 2001, 07:17 PM
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Default Re: AI construction queue problems (ship construction)

quote:
Originally posted by Tenryu:
Question: Does this mean if I have 10 planets and I have it set for 10,0 the AI may try to build 10 Weapon Platforms but might try and stick them all on the same world, whereas, the 10,1 would limit it to no more then 1 platform per world?

If it doesn't it probably should.

If the latter is true then, in line with some of the discussions here, we may also need to make sure there are no 10,0 Weapon Platform calls in the files.

Any idea?



It is my understanding that you cannot currently pick how many of x to place per planet (I would love to be able to designate the AI to put not more than x per planet). Unfortunately, the x per planet simply makes sure if I have ten planets (using you above example)the AI will make sure I have 10 WPs in aggregate throughtout my empire. There is no difference between 10,0 and 10,1 using your above example since you will always (hopefully) have at least one planet B/T/W I sent you an e-mail at your new address. Thanks for the quick response.
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  #46  
Old February 7th, 2001, 09:04 PM

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Default Re: AI construction queue problems (ship construction)

JUST WHAT THE DOCTOR ORDERED!

22. Fixed - Improved the AI's determination of when to skip an item in its
purchase list if there is no cargo space available to hold it.
23. Fixed - The AI would try to build defense bases at planets without
spaceyards.
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  #47  
Old February 7th, 2001, 10:19 PM

HreDaak HreDaak is offline
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Default Re: AI construction queue problems (ship construction)

Excellent.. excellent . Uh.. only one thing concerns me now. How the hell am i supposed to beat the AI after the next patch?!?
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  #48  
Old February 8th, 2001, 11:17 PM
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Default Re: AI construction queue problems (ship construction)

quote:
Originally posted by HreDaak:
One thing i have also noticed is the fact that the AI does not take full advantage of its bonuses when you give it low/medium/high computer bonus. The bonus that does not get fully used is the production bonus. AI gets 2x, 3x, 4x the resources each turn it produces with the computer bonus turned on. But it's ship maintenance max is specified in each races settings.txt file and this is usually set to 80% of max resource income. By setting this limit lets say to 160%, 240% and 320% respectively you can get the AI build absolutely insane amounts of ships (without it having any maintenance problems)provided that you have also fixed those 2 other production problems...


I don't think you are right there. The AI doesn't get any resource bonus with the computer bonus turned on. I have checked this against AI with High bonus setting and he had the same amount of resources at the start of the game (checked it on second turn) as I had.
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  #49  
Old February 9th, 2001, 12:39 AM
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Default Re: AI construction queue problems (ship construction)

I believe the computer stats show the "appropriate" amount, but they get to SPEND 2x, 3x, or 5x that amount. I.e., if you take control of the computer player for a turn, you'll see the "right" number of resources, but the actual spending is much higher... or at least that's what others have claimed (I haven't done a lot of checking on this yet)...
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  #50  
Old February 9th, 2001, 12:47 AM

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Default Re: AI construction queue problems (ship construction)

quote:
Originally posted by Daynarr:
I don't think you are right there. The AI doesn't get any resource bonus with the computer bonus turned on. I have checked this against AI with High bonus setting and he had the same amount of resources at the start of the game (checked it on second turn) as I had.


Yes, it appears as if the AI has the normal amount of resources but that is not the case. I have checked it much later in the game and even if the AI has forexample mineral income of 50k and it has 75k maintenance cost (plus construction queue usage) in minerals its mineral storages are always full.
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