|
|
|
 |

March 13th, 2003, 02:32 AM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
So, anybody has any idea how to fix this ? It really hurts AI. Sometimes I can see AI completely stop expanding, all its colony ships and population transports full with people hanging around homeworld.
I seriously consider to play simultaneos turns only ! 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

March 13th, 2003, 10:23 AM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
I wonder if this is the same issue with the AIcampaign idea to put the population cargo ability to the ship hulls of the starliners. Maybe the behaviour is different then?
The problem seems to be the 1kt cargo ability of the supply cargos, which is necessary for supply transporters. What if this would be removed from the supply cargo and we search for another compensation. Probably an additional transporter hull with supply tank abilities tied to the hull? I am not sure if that is even possible.
|

March 13th, 2003, 03:19 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
No, I check it and it does not help
Now I have ships with 1000/1000 cargo still sitting in orbit 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

March 13th, 2003, 04:01 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
|

March 13th, 2003, 04:13 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
Oleg,
Prior to v1.84 the Pop Transports would station over HW, until it had a Breathable colony to transport. True, I believe now Pop Transports go from nearest Colony then out .
If you want to send me the Proportions save game, I will take a look at it. As well.
Note: any changes in the Proportion 2.53 Data files will also have to be sent.
I am sure I can help. With a answer and fix, as it applies to your Proportions issue.
John
[ March 13, 2003, 19:38: Message edited by: JLS ]
|

March 13th, 2003, 04:27 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
I'll send the example when I come home. But you can simply start a new proportions game, turn-based movements, several AI players. After about turn 40-50, switch to a computer player and you will see the problem. If somehow everything is all right, try another AI player. Sometimes it happens, sometimes not. Races with my AI are more exampliary because they build more transports. But I saw this weird behaivor with Abbidon and CueCappa.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

March 13th, 2003, 05:29 PM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: BIG AI problem in Proportion games with "classical" movement :( :(
If the 1000kT per pop unit is the main root cause, and it looks like this, if I understand oleg's post correctly:
http://www.shrapnelgames.com/cgi-bin...3;t=007969;p=1
... Can there even be another workaround than to reduce the population weights again? I don't think so. To compensate this (e.g. if we say 10kt per pop unit) one would need to multiply the planet production modifiers as well as the planet population itself by 100 or 1000 in case of 1kt per pop unit. But I guess I am fantasizing again...
EDIT: Impossible, but it would be nice if we could setup population max numbers by planet sizes to a lot higher values...
[ March 13, 2003, 15:40: Message edited by: PsychoTechFreak ]
|
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
|
|
|
|
|