|
|
|
 |

March 14th, 2002, 01:02 AM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
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).
|

March 14th, 2002, 01:06 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

March 14th, 2002, 01:29 AM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
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 ]
|

March 14th, 2002, 01:41 AM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: AI longtime simulation feature
Also remember to turn off the "Confirm End of Turn" option.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

March 14th, 2002, 02:29 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI longtime simulation feature
I'm not a programer, so it was just a suggestion
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

March 14th, 2002, 11:06 AM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: AI longtime simulation feature
Hi again,
unfortunately I had a blackout sometime around 1:00 p.m., but my nose was not upon F12, when I woke up
I think it could be easier to motivate Aaron to patch in a non-overwriting savegame solution. This should not be too difficult, savegame001, savegame002, ...
|

March 20th, 2002, 01:56 AM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI longtime simulation feature
I did a program to simulate the longtime AI run.
Please note that when the turns go on, the game takes more time to run and save the files, then, you should increase the Delay between games to avoid SE4's error Messages...
SE4 Batch
[ 20 March 2002: Message edited by: Master Belisarius ]
|
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
|
|
|
|
|