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February 17th, 2002, 10:04 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: AI longtime simulation feature
quote: Originally posted by Shyrka:
Any "Fritz" related web page?
Sure,
http://www.chessbase.com/catalog/product.asp?pid=85
I don't have the ver 7, this has been published just recently ,I have got ver 6, the older Versions are a lot cheaper.
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February 17th, 2002, 04:58 PM
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Colonel
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Join Date: Jul 2000
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Re: AI longtime simulation feature
quote: Originally posted by Shyrka:
Really? Then that's exactly what I was thinking. SE4 is so deep that for making the AI more effective some training algorithm is needed.
Any "Fritz" related web page?
Saludos Chaval!
Hey, I agree 100% with you... but sadly, this never will be for SE4. But I hope that SEV or SEVI (or something other 4X game!), will have an AI with learning capabilities some day.
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March 14th, 2002, 12:21 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: AI longtime simulation feature
Do you know what ? I have found an interim solution:
-set up a game with cheat codes allowed
-quick research shields until system grav. shield facility, with the "money" cheat
-quick research stellar manipulation until gravitational condensor
-close all warp points to your home system(s)
-build a system grav. shield
-Under Empire Options: turn off "show log at start of turn", and turn off "display confirmation dialog when ending turn"
And then put your coffee mug onto your F12 key...
Next morning: Release F12.
But an additional savegame with increasing indices every 10 or 20 turns would be nice (idea of Rollo, we had a short discussion about this).
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March 14th, 2002, 01:02 AM
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First Lieutenant
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Join Date: Mar 2001
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Re: AI longtime simulation feature
...but the random events should be considered, either you use the Lucky trait or turn off the events completely. Most times I turn off the events and the ruins also in longterm sims because the impact is sometimes too much for a comparison (e.g. I saw a weak race which found another colony tech in a ruin and all of a sudden the score ran beyond the roof).
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March 14th, 2002, 01:06 AM
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National Security Advisor
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Re: AI longtime simulation feature
"But an additional savegame with increasing indices every 10 or 20 turns would be nice (idea of Rollo, we had a short discussion about this). "
Autosave. You can set it to save every 10 turns.. though I think it's overwriten by the next save.
If it is, a program could be made that sends F12, waits a few seconds, sends F12, repeat, and copies the autosave every 10 times it does that.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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March 14th, 2002, 01:29 AM
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First Lieutenant
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Join Date: Mar 2001
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Re: AI longtime simulation feature
quote: Originally posted by Phoenix-D:
Autosave. You can set it to save every 10 turns.. though I think it's overwriten by the next save.
If it is, a program could be made that sends F12, waits a few seconds, sends F12, repeat, and copies the autosave every 10 times it does that.
Phoenix-D
Checked it, the autosaves are overwritten by the next one. So your batch program idea would kick in, but isn't it a problem with function keys ? As far as I remember, they are not buffered like the other keys.
Ideas ?
[ 13 March 2002: Message edited by: PsychoTechFreak ]
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March 14th, 2002, 01:41 AM
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General
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Join Date: Feb 2001
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Re: AI longtime simulation feature
Also remember to turn off the "Confirm End of Turn" option.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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