|
|
|
 |
|

November 22nd, 2002, 05:41 AM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
Quote:
Originally posted by TerranC:
the drakol seem to be crushed too easily; in all my games, by the time I have contact, they are almost dead and holding off at their homesystem, or worse.
I'd like to see the drakol become a menace as it is described...
|
I think that they're very good, in the way that try to be an Intel race, and then, they has a different approach than most races... but... in SE4, think is not so easy survive as an Intel race.
|

November 22nd, 2002, 01:27 PM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
The Namovans defeated the Vaxin.
Here the link: Namovans_vs_Vaxin_G3.zip
Now, if the Praetorians can defeat the Pyrochette, will have 3 empires with the same score!
|

November 22nd, 2002, 06:21 PM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
The Drakol are not only an Intel race, they are a Gas Giant race, too. This is a problem for the AI as you have fewer planets to settle. They might be larger but the AI uses for various reasons more small planets better then fewer large planets. Further, when they loose a large planet, they are really screwed.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

November 22nd, 2002, 06:58 PM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
The Pyrochette defeated the Praetorians... then, they're first in the group and the Namovans second.
Here the link:
Pyrochette_vs_Praetorians_G3.zip
Now are playing EA vs Toron.
Sadly, I'm going out and could continue with the contest, sunday nigth.
|

November 25th, 2002, 01:58 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
MB,
I downloaded some of your files but cannot seem to load them in SE4. Are you using any special settings or modified files?
Could you post your /Data files?
Regards,
GE
[ November 25, 2002, 00:03: Message edited by: God Emperor ]
|

November 25th, 2002, 04:54 AM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
Quote:
Originally posted by God Emperor:
MB,
I downloaded some of your files but cannot seem to load them in SE4. Are you using any special settings or modified files?
Could you post your /Data files?
Regards,
GE
|
I think MB uses the first Gold patch. If you have latest patch (#2) that may be a problem
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

November 25th, 2002, 04:24 PM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
MB,
Reloaded the modpack Data files and everything is fine now. Must have had a file that was edited in some way.
Anyway, was just checking a few saves and noticed that my races seemed short of resources in their games (you also made a comment previously).
eg Praetorians in their Last game had Ice Colonisation by turn 110 but were never able to afford to build an Ice coloniser.
Did you set the game up with No Bonus? (My races are optimised for low bonus which would explain their running out of resources - I suspect a few other modders have optimised theirs for low bonus as well as it makes the AI a better challenge by offsetting their inability to optimise use of resources).
Regards,
GE
[ November 25, 2002, 14:43: Message edited by: God Emperor ]
|

November 25th, 2002, 05:30 PM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
Quote:
Originally posted by God Emperor:
MB,
Reloaded the modpack Data files and everything is fine now. Must have had a file that was edited in some way.
Anyway, was just checking a few saves and noticed that my races seemed short of resources in their games (you also made a comment previously).
eg Praetorians in their Last game had Ice Colonisation by turn 110 but were never able to afford to build an Ice coloniser.
Did you set the game up with No Bonus? (My races are optimised for low bonus which would explain their running out of resources - I suspect a few other modders have optimised theirs for low bonus as well as it makes the AI a better challenge by offsetting their inability to optimise use of resources).
Regards,
GE
|
All the games were without bonus.
Why?
1) Were all games played between AIs, and the "human" is only nominal.
2) All the AI start with 3 good planets, and all the planets available to generate resources, are very good, then, the AI have more available resources than in standard games.
3) The most important reason: when I wrote the game settings for the games, nobody suggested to change the bonus!!!!
For the first round, I can't change this setting... I'm near to finish and would not like to restart everything!
I could change it to LOW BONUS, for the next steps of this contest... but would like to hear some more opinions first.
Finally, want to say that most the races had not problems with the resources... In my personal view, put this setting in: Maximum Maintenance Percent of Revenue := 99
it's something high. Maybe would be ok for medium or high bonus, I think.
My two races had 90, and never where out of resources.
In my opinion (of course), believe it's something dangerous put this setting so high. If for some reason (even with high bonus could happen), the AI is out of supplies, never will be able to build a new colony and compensate this problem, if the AI doesn't lost some ships first...
[ November 25, 2002, 17:42: Message edited by: Master Belisarius ]
|

November 25th, 2002, 11:39 PM
|
Captain
|
|
Join Date: Oct 2001
Location: Australia
Posts: 809
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
Quote:
Originally posted by MB:
For the first round, I can't change this setting... I'm near to finish and would not like to restart everything!
I could change it to LOW BONUS, for the next steps of this contest... but would like to hear some more opinions first.
|
I would suggest keeping the same settings for the rest of the rounds. That would keep consistancy from the start to the end.
Keep up the running commentary, MB, it makes an interesting read.
|

November 26th, 2002, 12:05 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
MB,
I wasnt suggesting making any changes now to how you were running the matches, just seeking confirmation of my deduction (I didnt realise that you were intending to use No Bonus - I could have adjusted the AI_Construction_Vehicles files if I had realised - no worries though  ) and making an observation for the benefit of other modders and forum members assessing the performance of the various AI (ie those AI running out of resources dont necessarily have to be revised).
Regards,
GE
PS: The 99% setting works fine on low bonus and assists the AI by maintaining a very high build rate - 90% in my experience results in the AI losing lots of resources. On No Bonus however, 90% is probably one of the easiest settings changes to make.
PPS: I second the comment regarding game commentary and look forward to the next installment.
[ November 25, 2002, 22:13: Message edited by: God Emperor ]
|
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
|
|
|
|
|