|
|
|
 |

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 ]
|

November 26th, 2002, 12:09 AM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI DEAD MATCH CONTEST!
An English friend of mine once told me: Don't change your horses in the mid of the stream.
I know, I know, it's just a proverb but there is truth in it. Hopefully I can explain my point of view:
We have a contest with defined preconditions (which were open to discussion) for its whole course. If one or more of these preconditions are changed for the second round, we will get another contest. There are 12 races which are being eliminated in the first round. Possibly some of these races still would be in the contest if those new precondition(s) were used from the beginning. That's just what nobody knows and that is exactly my point. Changing rules during a contest will lead to a lot of "what if" questions.
My answer would be same even if the EEE were eliminated during the first round.
__________________
homo homini lupus est
|

November 26th, 2002, 12:12 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 God Emperor:
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
|
Ok, I understand.
Maybe the next time, I will run it with low bonus!

|

November 26th, 2002, 12:35 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!
EA vs Toron.
This time, 2 strong and friendly AI's had close encounter... and was... verrrrry boring!
The EA won by points in the turn 500, and both races had a Military Alliance until the end...
Here the link:
EA_vs_Toron_G4.zip
XiChung vs Rage.
This time, although the Rage has not started very fast, they got a deserved victory and defeated the XiChung in 330 turns.
Here the link: XiChung_vs_Rage_G4.zip
Now, I'm running Jraenar vs EEEvil.
|

November 26th, 2002, 12:57 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!
Jraenar vs EEEvil Empire.
The Jraenar's expansion was a lot more fast than the EEEvil, and killed them in less than 126 turns!!
The BC EEEvil's ships with DUC cannons, were unable to stop the Jraenar's LC ships with PPB.
Here the link: Jraenar_vs_EEEvil_G5.zip
|

November 26th, 2002, 02:17 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!
Klingons vs Angelican Regency.
Turn 246 and the Klingons have the best opportunities. They're not out of supplies, but anyway, had not mine-sweepers to remove the Angelican Regency's minefields... then, think they will not start the final assault for now...
Turn 333 and nothing changed... The Regency like the Klingon, has not mine-sweeper ships... then, probably it will continue until the turn 500.
Turn 401.
The Klingons are now out of radioactives...
The Angelican regency, could colonize a lot of Ice/Gas planets... but is not building colony ships altough has enough resources, and has colony ships in all the Ship Construction file's states! Think it's because still has lot of Colony rock ships, that can't use to colonize because are no more available rock planets into their systems...
Turn 500 and the Klingons won...
Here the link: Klingon_vs_ARegency_G5.zip
[ November 26, 2002, 03:02: Message edited by: Master Belisarius ]
|

November 26th, 2002, 05:00 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!
Romulan vs SWEmpire.
The Empire was not a menace for the Romulans... Turn 155 and the Empire will fall soon.
The Romulans has the Force, and crushed the Empire before the turn 163. Think they lost so fast, because has not layed mines... if not, at least the Romulans would had more problems to win.
Here the link: Romulan_vs_SWEmpire_G6.zip
|
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
|
|
|
|
|