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March 15th, 2003, 03:40 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by PsychoTechFreak:
You are right with the 500M stagnation, oleg. This one is hardcoded, right?[/QB]
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I think so. It would be nice if MM moves this variable to settings.txt like most other numbers. But untill he does it we will have to live with it ! It is not a bad feature for connected games. AI spread population quite nicely if you play either my Proportions modification or with your settings. I still wonder what is the upper limit on population mass before AI bug kicks in.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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March 15th, 2003, 03:44 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by PvK:
Ok, I just ran some tests to confirm and I guess I mis-remembered. I thought I had seen that it was fixed, but I guess not. Yes, it looks like one shot will always kill at least one pop unit - the damage gets rounded up to the pop damage value, once all units are destroyed. Sigh...
PvK
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I never said that how it works was good, just that it is how it works. 
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March 15th, 2003, 08:53 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by oleg:
It would be nice if MM moves this variable to settings.txt like most other numbers. But untill he does it we will have to live with it ! It is not a bad feature for connected games. AI spread population quite nicely if you play either my Proportions modification or with your settings.
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Agreed, for mods like proportions it would be nice to see things like "pop bar graph threshold 1 and 2" also. And surely the thresholds would be easy to implement.
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I still wonder what is the upper limit on population mass before AI bug kicks in.
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I understand . Since I test from the lowest functioning value (5kT) with my test setup, I am going to increase pop weight now until I see the AI bug kicking in...
EDIT: Or we take the unmodded game and increase weight until bug. Then we might be able to see, wheather it is a proportions issue or a general bug.
[ March 15, 2003, 07:15: Message edited by: PsychoTechFreak ]
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March 15th, 2003, 09:45 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by Imperator Fyron:
I never said that how it works was good, just that it is how it works.
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Ya, I don't know that anyone ever said how that works was good.
PvK
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March 15th, 2003, 10:02 PM
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First Lieutenant
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Join Date: Mar 2001
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
I still wonder what is the upper limit on population mass before AI bug kicks in
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I have seen it with population mass 20. With mass=5 I had one "cannot load cargo"- incident with a human player under ai control. With the lower mass setups it is hard to find, because of the ai transport ministers stop the ships if 500M are reached.
Not yet investigated in the unmodded game, it looks like the AIs would have to be modded to build more transporters to test it.
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