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  #541  
Old September 6th, 2003, 07:49 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by Imperator Fyron:
quote:
I certainly remember that Fate Shrine' reduction of events chance has been asserted to be fixed in 1.84. It would also fix lucky/cursed trait, I think.
I am fairly certain that it does not work. I ran some tests and had the same number of events hit me with or without it. I even tried modding it to 100% reduction of event chances, but had 0 change.
Fyron I agree with you

Fyron, JLS, one of the important things about this (Aaron has confirmed it). You can not test the event chance with one player because the events are distributed over the races. If you have got 100 events in a game with two players and both of them have no positive or neg. modifiers (like fake shrine) to event chances, then every one gets about 50. One player would get 100 even with lucky trait, because there is no other player who attrackts the other events. If one race has got lucky trait, the other is cursed, then the distribution would be different (I am not good in maths now) , e.g. 40/60 or whatever.
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  #542  
Old September 6th, 2003, 07:51 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by QBrigid:
quote:
Originally posted by JLS:
Furthermore, with all the proposed AI Rebellion remedies, it may lesson the total of new Independent Races spawned that enhances Human Player game Play, and this will not be a good thing - Oleg, would it?
JLS, the AIC and Adamants original Events file is and allways was fine, in fact both great. It appears you occupied most of your vacation placating this events max severity thing, when your intention was to release v4.0 this week.
At any rate, a reorganized events file is nicer to look through. Reordering them can't have any bad effects, so why not just use the reordered file, as the work is already done?

Agreed, and already done as well.
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  #543  
Old September 6th, 2003, 07:59 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Hmm... so I need a guinea pig...
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  #544  
Old September 6th, 2003, 08:02 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
Fyron, JLS, one of the important things about this (Aaron has confirmed it). You can not test the event chance with one player because the events are distributed over the races. If you have got 100 events in a game with two players and both of them have no positive or neg. modifiers (like fake shrine) to event chances, then every one gets about 50. One player would get 100 even with lucky trait, because there is no other player who attrackts the other events. If one race has got lucky trait, the other is cursed, then the distribution would be different (I am not good in maths now) , e.g. 40/60 or whatever.[/QB]
Thanks PTF, I beleive I understand what you are presenting.

----
This may be of the wall PTF, but will the Event engine see this as teams.

Human team and AI team...

For example if there was 2 Human Players, hence=50/50 and 5 AI players hence 20% over each AI.

Please further clarify: 1 Human 5 AI players, how would the calculations be in your opinion. Please to not equate Lucky and /or Cursed.
.
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  #545  
Old September 6th, 2003, 08:11 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:


Please further clarify: 1 Human 5 AI players, how would the calculations be in your opinion. Please to not equate Lucky and /or Cursed.
.
JLS, I am sorry, could you repeat that Last sentence in other words, please?

The events are distributed equally if no race has any modifier. There should be no difference between human and AI.

Do you think of a simulation without event chance modifiers for all of the races? That means, I would have to use non-religious races and I would have to remove any cultural traits about event chance modifiers.

[ September 06, 2003, 19:13: Message edited by: PsychoTechFreak ]
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  #546  
Old September 6th, 2003, 08:13 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
Oleg, if you use the event file of AIC (I guess so) search for the first entry of population rebel. It is a medium event.
PTF, the way I understood Oleg he is using (HIS other Event file and with HIGH Chance)

Quote:
Originally posted by oleg:
But I tried the one you posted in "max.severity" topic. I think it is the same, right ?
----------------------------
JLS=I never corrected your released file 1062224182.txt in that thread.
Not AIC 4.b1 Event.

And yes in 4.b1 there is one Medium:
population rebel
Close Warp

Now this is a one in 40 Chance that a one of these will be chose (IF) Medium is the MAX

The odds would be NIL if Max at LOW and NONE.
The odds are even far different at high or default.

Would you not agree, PTF?

In regards to Close Warp the Medium Event WILL be removed.

[ September 06, 2003, 19:25: Message edited by: JLS ]
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  #547  
Old September 6th, 2003, 08:16 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
PTF, the way I understood Oleg he is using (HIS other Event file and with HIGH Chance) Not AIC 4.b1 Event.

Yes, but I am using 3.02 and the first rebel entry is a medium already. There are more rebel entries later on with high severity.

EDIT: I will create my own events.txt for the test. Otherwise I can not certainly observe the severity of an event from your modded files.

[ September 06, 2003, 19:18: Message edited by: PsychoTechFreak ]
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  #548  
Old September 6th, 2003, 08:55 PM

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Default Re: AI Campaign => For a Challenging AI opponent

OK, but please remember, we Human Handle rebellions very efficiently by sending ships to orbit that planet.

The AI HomeWorlds already have safeguards and current remedies in AIC. With the Culture Center and the AI Systems Facility Combined for its HW
At AI Players Colonies outside its Homesystem it has a progressive improvement, as the AI Sys Facility is upgraded. See references below.

I believe if you lesson Rebellion Events you lesson the Chance that Independent Races will be Spawned at the AI Players Colonies. What are your thoughts on this PTF?

Also perment removal of any Rebellion Event may inflict a death sentence from QBrigid

However PTF, I understand your concern when it is located in MEDIUM

===========
Reference:

Name := Cultural Center
Description := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group := Zenith Urban Center
Facility Family := 54
Roman Numeral := 0
Restrictions := None
Pic Num := 10
Cost Minerals := 300000
Cost Organics := 200000
Cost Radioactives := 200000
Number of Tech Req := 1
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Number of Abilities := 20
Ability 1 Type := Solar Resource Generation - Minerals
Ability 1 Descr := Population Center...
Ability 1 Val 1 := 1125
Ability 1 Val 2 := 0
Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr :=
Ability 2 Val 1 := 350
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr :=
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0
Ability 4 Type := Point Generation - Research
Ability 4 Descr :=
Ability 4 Val 1 := 700
Ability 4 Val 2 := 0
Ability 5 Type := Point Generation - Intelligence
Ability 5 Descr :=
Ability 5 Val 1 := 150
Ability 5 Val 2 := 0
Ability 6 Type := Cargo Storage
Ability 6 Descr :=
Ability 6 Val 1 := 15000
Ability 6 Val 2 := 0
Ability 7 Type := Change Bad Event Chance – System ( I may increase this in 4.0)
Ability 7 Descr :=
Ability 7 Val 1 := 0
Ability 7 Val 2 := 0

Ability 8 Type := Resource Storage - Mineral
Ability 8 Descr :=
Ability 8 Val 1 := 5000
Ability 8 Val 2 := 0
Ability 9 Type := Resource Storage - Organics
Ability 9 Descr :=
Ability 9 Val 1 := 5000
Ability 9 Val 2 := 0
Ability 10 Type := Resource Storage - Radioactives
Ability 10 Descr :=
Ability 10 Val 1 := 5000
Ability 10 Val 2 := 0
Ability 11 Type := Component Repair
Ability 11 Descr :=
Ability 11 Val 1 := 1
Ability 11 Val 2 := 0
Ability 12 Type := Self-Destruct
Ability 12 Descr :=
Ability 12 Val 1 := 0
Ability 12 Val 2 := 0
Ability 13 Type := Change Population Happiness – System
Ability 13 Descr :=
Ability 13 Val 1 := 6 (This is a Huge Benefit and is equal to a small fleet over planet)
Ability 13 Val 2 := 0

Ability 14 Type := Stop Nebulae Creator
Ability 14 Descr :=
Ability 14 Val 1 := 0
Ability 14 Val 2 := 0
Ability 15 Type := Stop Black Hole Creator
Ability 15 Descr :=
Ability 15 Val 1 := 0
Ability 15 Val 2 := 0
Ability 16 Type := Stop Star Destroyer
Ability 16 Descr :=
Ability 16 Val 1 := 0
Ability 16 Val 2 := 0
Ability 17 Type := Resource Generation - Minerals
Ability 17 Descr :=
Ability 17 Val 1 := 50
Ability 17 Val 2 := 0
Ability 18 Type := Resource Generation - Organics
Ability 18 Descr :=
Ability 18 Val 1 := 25
Ability 18 Val 2 := 0
Ability 19 Type := Resource Generation - Radioactives
Ability 19 Descr :=
Ability 19 Val 1 := 55
Ability 19 Val 2 := 0
Ability 20 Type := Phased Shield Generation
Ability 20 Descr :=
Ability 20 Val 1 := 1000
Ability 20 Val 2 := 0

Name := Upgrade to Space Dock.
Description := Should Upgrade to Space Dock for AI Balance integrety.
Facility Group := Resupply
Facility Family := 8
Roman Numeral := 0
Restrictions := None
Pic Num := 35
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Number of Abilities := 7
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Supply Generation
Ability 2 Descr :=
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Cargo Storage
Ability 3 Descr :=
Ability 3 Val 1 := 2000
Ability 3 Val 2 := 0
Ability 4 Type := Self-Destruct
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0
Ability 5 Type := Modify Reproduction - System
Ability 5 Descr :=
Ability 5 Val 1 := 20
Ability 5 Val 2 := 0
Ability 6 Type := Fleet Training - System
Ability 6 Descr :=
Ability 6 Val 1 := 1
Ability 6 Val 2 := 3
Ability 7 Type := Phased Shield Generation
Ability 7 Descr :=
Ability 7 Val 1 := 300
Ability 7 Val 2 := 0

Name := Upgrade to Space Dock.
Description := Should Upgrade to Space Dock for AI Balance integrety..
Facility Group := Resupply
Facility Family := 8
Roman Numeral := 1
Restrictions := None
Pic Num := 35
Cost Minerals := 6000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 11
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Ability 2 Type := Spaceport
Ability 2 Descr :=
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Supply Generation
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Cargo Storage
Ability 4 Descr :=
Ability 4 Val 1 := 3000
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -1
Ability 5 Val 2 := 0

Ability 6 Type := Self-Destruct
Ability 6 Descr :=
Ability 6 Val 1 := 0
Ability 6 Val 2 := 0
Ability 7 Type := Modify Reproduction - System
Ability 7 Descr :=
Ability 7 Val 1 := 5
Ability 7 Val 2 := 0
Ability 8 Type := Fleet Training - System
Ability 8 Descr :=
Ability 8 Val 1 := 1
Ability 8 Val 2 := 3
Ability 9 Type := Ship Training - System
Ability 9 Descr :=
Ability 9 Val 1 := 2
Ability 9 Val 2 := 6
Ability 10 Type := Stop Close Warp Point
Ability 10 Descr :=
Ability 10 Val 1 := 0
Ability 10 Val 2 := 0
Ability 11 Type := Phased Shield Generation
Ability 11 Descr :=
Ability 11 Val 1 := 500
Ability 11 Val 2 := 0

Name := Upgrade to Space Dock.
Description := Should Upgrade to Space Dock for AI Balance integrety.,
Facility Group := Resupply
Facility Family := 8
Roman Numeral := 2
Restrictions := None
Pic Num := 35
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Advanced Military Science
Tech Level Req 2 := 1
Number of Abilities := 11
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Spaceport
Ability 2 Descr :=
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Supply Generation
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Cargo Storage
Ability 4 Descr :=
Ability 4 Val 1 := 4000
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -2
Ability 5 Val 2 := 0

Ability 6 Type := Self-Destruct
Ability 6 Descr :=
Ability 6 Val 1 := 0
Ability 6 Val 2 := 0
Ability 7 Type := Modify Reproduction - System
Ability 7 Descr :=
Ability 7 Val 1 := 2
Ability 7 Val 2 := 0
Ability 8 Type := Fleet Training - System
Ability 8 Descr :=
Ability 8 Val 1 := 1
Ability 8 Val 2 := 5
Ability 9 Type := Ship Training - System
Ability 9 Descr :=
Ability 9 Val 1 := 2
Ability 9 Val 2 := 10
Ability 10 Type := Stop Close Warp Point
Ability 10 Descr :=
Ability 10 Val 1 := 0
Ability 10 Val 2 := 0
Ability 11 Type := Phased Shield Generation
Ability 11 Descr :=
Ability 11 Val 1 := 750
Ability 11 Val 2 := 0

Name := Upgrade to Space Dock.
Description := Should Upgrade to Space Dock for AI Balance integrety,,
Facility Group := Resupply
Facility Family := 8
Roman Numeral := 3
Restrictions := None
Pic Num := 35
Cost Minerals := 3000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Advanced Military Science
Tech Level Req 2 := 2
Number of Abilities := 12
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Spaceport
Ability 2 Descr :=
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Supply Generation
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Cargo Storage
Ability 4 Descr :=
Ability 4 Val 1 := 5000
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -3
Ability 5 Val 2 := 0

Ability 6 Type := Self-Destruct
Ability 6 Descr :=
Ability 6 Val 1 := 0
Ability 6 Val 2 := 0
Ability 7 Type := Modify Reproduction - System
Ability 7 Descr :=
Ability 7 Val 1 := 1
Ability 7 Val 2 := 0
Ability 8 Type := Fleet Training - System
Ability 8 Descr :=
Ability 8 Val 1 := 2
Ability 8 Val 2 := 8
Ability 9 Type := Ship Training - System
Ability 9 Descr :=
Ability 9 Val 1 := 2
Ability 9 Val 2 := 15
Ability 10 Type := Stop Close Warp Point
Ability 10 Descr :=
Ability 10 Val 1 := 0
Ability 10 Val 2 := 0
Ability 11 Type := Stop Open Warp Point
Ability 11 Descr :=
Ability 11 Val 1 := 0
Ability 11 Val 2 := 0
Ability 12 Type := Phased Shield Generation
Ability 12 Descr :=
Ability 12 Val 1 := 1000
Ability 12 Val 2 := 0

Name := Space Dock
Description := A space port and supply hub combined in one large-scale facility.
Facility Group := Resupply
Facility Family := 8
Roman Numeral := 20
Restrictions := None
Pic Num := 97
Cost Minerals := 5000
Cost Organics := 4000
Cost Radioactives := 8000
Number of Tech Req := 2
Tech Area Req 1 := Human Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Resupply
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Spaceport
Ability 1 Descr := Includes spaceports with unlimited supplies.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Supply Generation
Ability 2 Descr :=
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 400 extra unit spaces on a planet.
Ability 3 Val 1 := 400
Ability 3 Val 2 := 0

[ September 06, 2003, 20:20: Message edited by: JLS ]
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  #549  
Old September 6th, 2003, 09:06 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
The events are distributed equally if no race has any modifier. There should be no difference between human and AI.
Then why is that Oleg feel the AI is handled differantly?

Is this due to the test procedure he is using, that you mentioned.

Quote:
Originally posted by PsychoTechFreak:
Fyron, JLS, one of the important things about this (Aaron has confirmed it). You can not test the event chance with one player because the events are distributed over the races.
==============================

Quote:
Do you think of a simulation without event chance modifiers for all of the races? That means, I would have to use non-religious races and I would have to remove any cultural traits about event chance modifiers.
I agree on all non-religious.
The AI HW Cultural center is allready zero.

Please, if you are also testing or make note of Max. Severity, then please use Events 4.b1 to base remarks.

EVENTS 4.1b just >L-CLICK< for download

[ September 06, 2003, 20:18: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #550  
Old September 6th, 2003, 09:10 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

opps BRB

[ September 06, 2003, 20:18: Message edited by: JLS ]
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