|
|
|
 |

March 20th, 2001, 05:44 PM
|
 |
Corporal
|
|
Join Date: Feb 2001
Location: Porto Portugal
Posts: 163
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
Great idea(s) !!!!
|

March 20th, 2001, 06:19 PM
|
Corporal
|
|
Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
Great reasoning and good ideas, I always build storage facilities too, economics is king in space empires, especially as you get more production Online. If the AI started using low-maintanence fighters/satellites/mines more often, rather then soooo many expensive ships they'd get more resources each turn too making this even more important.
|

March 20th, 2001, 11:35 PM
|
Corporal
|
|
Join Date: Mar 2001
Location: Sweden
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
Jourin wrote:
"The 50,000 Empire storage limit is too low..."
I don't think so... maybe the AI is having a hard time to deal with resource storage - I'm just thinking: where are these resources stored? On the homeplanet?
A better and more interesting thing would be to have storage FACILITIES from the beginning of the game, or maybe storage bases?
I don't like the storage- cargo- pop- and supply rules in the game, because I think the game would be much more fun if they were the same.
More facilities and population on a planet means less sats, fighters or mines (cargo).
The same goes with supplies - more supllies on a ship would mean less troops (or any other cargo/population).
What do you think?
__________________
The best way to seek help is to help the best seek the way.
-Philter
|

March 21st, 2001, 01:18 AM
|
Corporal
|
|
Join Date: Dec 2000
Location: Sherman, TX, USA
Posts: 122
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
You just gave me an interesting idea. In SEIII the production facility would innately provide all of the storage capacity, but I also like the idea of additional storage facilities. If a production site produces 800 minerals a turn, being able to store 3x or 2400 is reasonable, and game wise, 5x would be acceptable. If you look at a normal production flow, usually one is being produced and 3 are being effectively stored because one set is usually intransit, one set is in the process of being shipped, one set is being produced, and one set is available for production start. Now this is a JIT flow, but assume a critical component that has an inventory safety stock requirement and 5x or 4,000 is very reasonable. Three additional facilities provide supply, a spaceport, a resupply point, and a shipyard. Let each of them store 10,000 production, 5.000 organic and 5,000 radioactive.
Now assuming a "Good Value" start of 20 facilities following the normal breakdown results in the following values
Facility Production Storage Organic Storage Radioactive Storage
Space Port 10,000 5,000 5,000
Resupply point 10,000 5,000 5,000
Space Yard 10,000 5,000 5,000
1 Organic 4,000 (5x)
1 radioactive 4,000 (5x)
8 production 32,000 (5x * 8)
7 research
Total 58,000 19,000 19,000
Now add in the empire bonus of 50,000 and you have realistic storage numbers. I would also increase the storage facilities from 20, 30, 40 thousand to 30, 40 , 50 thousand.
I would rather just do away with the empire bonus and do the following setup.
I would recommend the following setup
Facility Production Storage Organic Storage Radioactive Storage
Space Port 10,000 5,000 5,000
Resupply point 10,000 5,000 5,000
Space Yard 10,000 5,000 5,000
2 Production Storage 60,000
1 Organic Storage 30,000
1 Radioactive Storage 30,000
1 Organic 4,000 (5x * 1)
2 radioactive 8,000 (5x *1)
5 production 20,000 (5x * 5)
5 research
Total 110,000 49,000 53,000
This would result in a reduced number of storage facilities needed, but will definitely benefit the AI and I think will improve the game.
|

March 21st, 2001, 01:43 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
Jourin, there are a few ways we can help the AI (eg by getting them to reserach cargo and by adjusting their Construction_Facilities files to build more storage), but, I do like your ideas.....Sound nice and logical too....
|

March 21st, 2001, 06:48 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
storage bases....
i like that idea, maybe a new component : mineral storage bay ( or something like that )
can only be fitted on a base, size = 100 kt , can store 5000 kt minerals,
costs : i believe a storage fac. costs 1000 each resource and can store 20000 resources, i think it must be more expensive ( capacity / costs ) so something around 500 (?)
what do you think of it?
__________________
[Boo!]
|

March 22nd, 2001, 12:18 AM
|
 |
Major
|
|
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for better AI resource management and better Ground combat
Too bad a resource storage component requires a code change by MM. We've been asking for this (and for resource generation components) for a while now...
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
|
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
|
|
|
|
|