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May 20th, 2003, 12:39 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
[quote]Originally posted by Tymy:
Quote:
@Master Belisarius,
Thanks for the information. If i can get Turbo Pascal to work and my programming skills are not failing me i will have a go.
gr. Tymy
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No problem.
I you want exchange more ideas or a beta tester, drop me an e-mail.
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May 20th, 2003, 12:42 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
[quote]Originally posted by Dralasite:
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Allright, the main event is about to start!
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Yes, and after so many games, must say that I'm happy to see the light at the end of the tunnel!
[quote]Originally posted by Dralasite:
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This means Vikings are 3rd place, right?
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Yes. Considering the results of the Semifinal, and the previous results, is pretty safe to say that they got the 3rd place.
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May 20th, 2003, 12:48 AM
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Colonel
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Join Date: Jul 2000
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Re: AI DEATH MATCH 2
Tessellate vs United Flora.
Although the Tessellate offered a decent challenge, the UF won at the turn 350.
Honestly I think will be very difficult for the Tessellate defeat the UF, even starting in the down side.
Here the link: UFlora_vs_Tessellate_Final.zip
[ May 19, 2003, 23:49: Message edited by: Master Belisarius ]
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May 20th, 2003, 03:20 PM
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Colonel
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Join Date: Jul 2000
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Re: AI DEATH MATCH 2
Quote:
Originally posted by Unknown_Enemy:
The united flora's combo is deadly. Not only this chipset is beautiful, but this AI is still a groundbreaking one.
To my opinion, the best suited techs to fight the talisman are the organic techs. So when you combine the 2......
I wonder if someone will try to make a temporal/cristaline race. Just imagine warships bearing temporal shield bLasters with cristaline armor skiping.....
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Agree with you!
But also, please remember that for the AI is VERY important the game settings and map.
With the current conditions, the UF AI is without doubts the best.
But if you remember the fisrt Death Match, although the UF did a very good job, the UF was down of several AIs.
The Narn is the oppossite example... they won the first Death Match withouth problems and in the second, although did a good job too, they were far to repeat their outstanding performances.
One more element to consider is the Bug that makes the AI believe that is lack of resources, when need to decide the Type of Colony: the AI doesn't consider the Bonus to know if is lack of resources or not, then, a colony that should have be used to Research could be used for Minerals... This Bug really hurted the performance of my own AIs (with this map they're always somewhat lack of research/intel).
But regardless the problems, think the 2 Death Matchs helped us to know more about the AIs, and now we have elements to identificate the best AIs. After all these games, I'm sure that some races never will defeat other races... regardless the game settings.
About the Temporal/Crystalline combo, I'm not so sure. After all, think the standard Shield Depleters can eat very well the shields...
After some years playing SE4 and modding/testing AIs, I think the most important racial trait for an AI is the Religious. The Talisman IMHO, although is an unbalanced component, is the best way to make competitive an AI when play against humans.
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May 21st, 2003, 01:21 AM
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First Lieutenant
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Join Date: Jun 2002
Location: France
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Re: AI DEATH MATCH 2
The united flora's combo is deadly. Not only this chipset is beautiful, but this AI is still a groundbreaking one.
To my opinion, the best suited techs to fight the talisman are the organic techs. So when you combine the 2......
I wonder if someone will try to make a temporal/cristaline race. Just imagine warships bearing temporal shield bLasters with cristaline armor skiping.....
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ďa ! Ďa ! Cthulhu fhtagn ! Cthulhu fhtagn !
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May 21st, 2003, 01:30 AM
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Colonel
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Join Date: Jul 2000
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Re: AI DEATH MATCH 2
United Flora vs Tessellate.
Starting in the down side, the Tessellate defeated the UF at the turn 380.
At least the Final will not finish 5-0!
Here the link: UFlora_vs_Tessellate_Final.zip
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May 21st, 2003, 07:04 AM
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Corporal
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Re: AI DEATH MATCH 2
Wow, its been a great second death match. I have read every post in both death match threads.
I downloaded both maps and they are great at balancing things for all atmosphere and colony types. I also like the three dualing channels with the asteroid systems seperating the two sides.
But considering the differences we have seen in this death match between starting in the upper or lower side, I thought there might be a way to further balance the two halves. I am currently working to change the map to incorporate two new ideas. The first idea is that the same planet types and number should be the same distance in game hexes (not systems) from the starting planets for both empires. The second idea is symmetry. If you consider the entire galaxy map with all the system maps inside and do a 180 degree rotation, then the map falls back on top of itself. Player two and three swapped sides during the rotation, but the map (even system maps) look exactly the same as before the rotation. Thus the two players start in absolutely identical situtations.
I am about 3/4 of the way through adding these concepts to your map, but I wanted to know your opinion. Also, what other map changes have considered making but not implemented? Thanks.
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May 21st, 2003, 10:03 AM
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First Lieutenant
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Join Date: Jun 2002
Location: France
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Re: AI DEATH MATCH 2
I am interested by such a map !
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Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ďa ! Ďa ! Cthulhu fhtagn ! Cthulhu fhtagn !
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May 21st, 2003, 12:17 PM
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Private
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Join Date: Jan 2003
Location: Den Helder, The Netherlands
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Re: AI DEATH MATCH 2
Quote:
Originally posted by cybersol:
Wow, its been a great second death match. I have read every post in both death match threads.
I downloaded both maps and they are great at balancing things for all atmosphere and colony types. I also like the three dualing channels with the asteroid systems seperating the two sides.
But considering the differences we have seen in this death match between starting in the upper or lower side, I thought there might be a way to further balance the two halves. I am currently working to change the map to incorporate two new ideas. The first idea is that the same planet types and number should be the same distance in game hexes (not systems) from the starting planets for both empires. The second idea is symmetry. If you consider the entire galaxy map with all the system maps inside and do a 180 degree rotation, then the map falls back on top of itself. Player two and three swapped sides during the rotation, but the map (even system maps) look exactly the same as before the rotation. Thus the two players start in absolutely identical situtations.
I am about 3/4 of the way through adding these concepts to your map, but I wanted to know your opinion. Also, what other map changes have considered making but not implemented? Thanks.
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Hi SyberSol,
I like your idea. A good balanced map will force the ai to its limits. I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.
This means that the only way to make first contact is to go around this area. To challenge the ai even further more you can make a corridor to both empires by a couple of systems wich are connected by warppoints with a damage when passing through.
Make the ai to do some work to make first contact and even more work to establih a position ´on the otherside´.
Just my thoughts !
gr. Tymy
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May 21st, 2003, 02:31 PM
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First Lieutenant
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Join Date: Jun 2002
Location: France
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Re: AI DEATH MATCH 2
Quote:
Hi SyberSol,
I like your idea. A good balanced map will force the ai to its limits. I´d like to see an area in the middle of the map wich is NOT connected by Warppoints. Let´s say that this area will be about 25% of the total space.
This means that the only way to make first contact is to go around this area. To challenge the ai even further more you can make a corridor to both empires by a couple of systems wich are connected by warppoints with a damage when passing through.
Make the ai to do some work to make first contact and even more work to establih a position ´on the otherside´.
Just my thoughts !
gr. Tymy
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I disagree. The goal is to test an AI in its general behavior, here we would test them in a particular case which is rarely relevant to most of our games.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ďa ! Ďa ! Cthulhu fhtagn ! Cthulhu fhtagn !
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