.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old February 18th, 2003, 01:14 PM

Rexxx Rexxx is offline
Corporal
 
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
Rexxx is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Master Belisarius:

Still I would like to have 3 starting planets (it's just the way I play my solo games!!!), but if more people want less planets, no problem.
Hey, you'll do all the work (as you did the Last time). It's only fair then to use your preferences.

Quote:
Originally posted by Master Belisarius:
Is not a problem to me change the values, but I'm against the random solutions, because would be unfair, and because I'm the random factor!!!
Considering that most of the systems has 5 asteroids, I could create one asteroid for Mineral, other for Farm, other for Radioactives, other for Research/Intel, and one more with possibilities for Mineral/Farm/Rad (for example 120%/120%/120%).
That's exactly what I meant. Instead of "random" I should have written "different" values.

Quote:
Originally posted by Master Belisarius:
Good points.
But:
- I'm not sure about how to keep the balance, creating more diversity.
- A system with planets with 140%/100%/100%, would be ok as Farming or Rad, if the AI is lack of resources in one of these things.
Good points, too.

Quote:
Originally posted by Master Belisarius:
Replace the planets with 0%/0%/0% for something like 70%/70%/70%, it's ok with me.
That would be great.

Quote:
Originally posted by Master Belisarius:
But if you want something different in the "specialized" systems for resources, as I wrote above, really I'm not sure how to keep it balanced for all the AI's (all the atmospheres including "none", and the Gas, Rock and Ice colonizations).
Again, good point. The only solution I can think of would be raising the number of planets per system and giving it a second thought it's probably not worth the effort.

Quote:
Originally posted by Master Belisarius:
Then, please don't take offense, and if you want, feel free to change the original map to your taste, and send me a copy. I will be happy to see and apply your ideas if consider it fair for all the kind of races.
No offense taken. That's just fair.

Thanks for including the Khrel. I will send the files on Friday.
__________________
homo homini lupus est
Reply With Quote
  #12  
Old February 18th, 2003, 04:27 PM

Cirvol Cirvol is offline
Sergeant
 
Join Date: Dec 2002
Posts: 210
Thanks: 0
Thanked 0 Times in 0 Posts
Cirvol is on a distinguished road
Default Re: AI DEATH MATCH 2

this sounds pretty cool

good idea...

i only wish we could do real heuristic ai programming, using alpha-beta trees and whatnot like the chess programs do
__________________
L+++ GdQ $++ Fr+ C++ Csc SdP T? Sf+++ Ai-- Au M+ Mp* S Ss+ RV Pw++ Tcp! A+
Reply With Quote
  #13  
Old February 18th, 2003, 11:47 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Gandalph:
Would it be possible to get another race into the mix? I wouldn't mind checking to see how my own AI's stack up.
The answer is "yes".
I could extend the limit from 30 to 32 (with 8 Groups with 4 each).
Send me the files.
Reply With Quote
  #14  
Old February 18th, 2003, 11:48 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Rexxx:
Thanks for including the Khrel. I will send the files on Friday.
No problem!
And again, thanks for your suggestions!!!!
Reply With Quote
  #15  
Old February 20th, 2003, 05:07 PM
Dralasite's Avatar

Dralasite Dralasite is offline
Corporal
 
Join Date: Dec 2002
Posts: 132
Thanks: 0
Thanked 0 Times in 0 Posts
Dralasite is on a distinguished road
Default Re: AI DEATH MATCH 2

Excellent! The previous death match was great. I'm glad to see there will be another one.
Reply With Quote
  #16  
Old February 20th, 2003, 11:53 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Dralasite:
Excellent! The previous death match was great. I'm glad to see there will be another one.
Hope this one will be interesting... considering that more AIs will be involved, and that most of the AI modders did several improvements to their races.
Reply With Quote
  #17  
Old February 22nd, 2003, 02:23 AM

Atraikius Atraikius is offline
Second Lieutenant
 
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
Atraikius is on a distinguished road
Default Re: AI DEATH MATCH 2

MB - I uploaded the Latest AI for the Orks in the races archives (also putting the link here)

1045832020.zip

[ February 21, 2003, 12:54: Message edited by: Atraikius ]
Reply With Quote
  #18  
Old February 22nd, 2003, 11:52 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

Ok, I have decided the AI list and the new fixture.

After include the 3 Gandalf's AIs, needed to remove one more from the original list...
Then, the decision was between the Vaxin and the XiChung. Both races performed not well in the first contest, but because the XiChung has some updates, then, the Vaxin was the excluded race.

Here the Groups and the Races:

GROUP A1
Narn Regime
Cylon
Praetorians
Fazrah

GROUP A2
Pyrochette
Romulan
Orks
Piundon

GROUP A3
Eee
Colonial
Klingon
Ekhazan

GROUP A4
United Flora
Sergetti
Sallega
Khrel

GROUP A5
Earth Alliance
Drakol
Corrian
Cue Cappa

GROUP A6
Aquilaeian
Gron
Toltayans
Azorani

GROUP A7
Space Vikings
Shadows
Namovans
Tessellate

GROUP A8
Toron
Tesli'k
Rage
XiChung

I'll play 3 games for every AI, and the 3 first of every group, will go to the Second Round.
Here the Fixture: Death Match 2 Fixture.zip

With this format, will take me more time finish the contest... but think will be more fair to determine the best AIs.

[ February 22, 2003, 21:53: Message edited by: Master Belisarius ]
Reply With Quote
  #19  
Old February 23rd, 2003, 04:43 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: AI DEATH MATCH 2

Sounds good MB!

Appreciate your efforts.

Regards

GE
Reply With Quote
  #20  
Old February 24th, 2003, 02:33 AM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI DEATH MATCH 2

The contest has been started!

The Narn Regime and the Cylons are fighting now.

Turn 61.
The Narn are first, already have the Talisman and can colonize Gas.
The Cylons are using Drones and only can colonize Rock.

Turn 139.
Although the Narn have a great advantage in numbers, still have not started an offensive into the Cylon's systems.

Turn 187.
Still the Narn have not invaded the Cylon.
Think that I know the reason:
The Narn have the option to do not go into minefields, and seems to be that they doesn't built enough minesweepers. For example, at this turn they have "none".

The Cylons are ok for now.
They have the Wave-Motion Guns... but I did several combats 5 Cylons Dreadnoughts vs 5 Narn Dreadnought, and usually the Narn won without loses.

Turn 228.
Finally the Narn decided that's time to attack.
They have invaded Rove and started to attack the Cuyrok system.

Turn 237.
The Narn control Rove, have destroyed the star at Abrion, have enough minesweepers and think nothing can stop them...

Turn 270.
Game over. The Narn got a deserved victory.
Here the link: Narn_vs_Cylon.zip

[ February 24, 2003, 02:18: Message edited by: Master Belisarius ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:36 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.