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  #591  
Old November 8th, 2009, 12:01 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Actually that was a tweak I needed to do. A linuxy thing. The post.sh was moving the stats and score files but I failed to notice that the game creates them giving only the owner permission to read them. I had to add a line making them publicly viewable before moving them to the webdir.

Also linuxy is that as a server for multiple users linux is really geared toward multi-processing. It has a tendency to read a script and do many things in it at the same time. I have to put "sleep" commands thru scripts, and "wait for" options, to make sure that necessary items happen in order. Im gradually tweaking those smaller as we go. Direct-connect makes alot of that unneeded so Im still experimenting abit with the pbem needs.

Last edited by Gandalf Parker; November 8th, 2009 at 12:29 PM..
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  #592  
Old November 9th, 2009, 10:10 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Here's the map with proposed starting locations for NaV II as I promised for those who may be interested.

Map Key:

Purple X(s): Special magic sites
Solid red circles/elipses: Primary AI starts
Hollow red circles/elipses: Secondary AI starts
White, Green, Blue, Yellow circles/elipses: human team starts

The map is square, waterless, 1700 x 1700 with 270 provinces.
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Last edited by Septimius Severus; November 9th, 2009 at 10:27 AM..
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  #593  
Old November 9th, 2009, 05:31 PM
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Has anyone heard from Chris?

There are files to be sent in and its not like him to go incognito...
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  #594  
Old November 9th, 2009, 05:35 PM

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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Quote:
Originally Posted by GrudgeBringer View Post
Has anyone heard from Chris?
Yep, he's been busy getting support for The Alliance.
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  #595  
Old November 9th, 2009, 06:43 PM

melnorjr melnorjr is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Turn 5 report:

Provinces:
The Deva's took an early lead on...taking things and are now at 27 collective provinces. However, ACGHHS is not letting them run away with it by any means, trailing by only one province. THe AI menace, for reference, has 24.

Furthest behind is the blessed ones, at 11 provinces, and vanheim, why do you only have 19 men in your army?

Presumably state secrets. Moving on,





all player nations are tied with 4 forts, the AI menace has a total of 5.






The deva's are also leading on income, at 2836 to ACGHHS' 2462, however, over the course of the game, they have only earned approximately 467 more gold. The mysterios and the blessed ones trail behind at 1982 and 1831 income, respectively.
The AI menace sits happily at 2777






in the realm of gem income, ACGHHS is the clear breakaway, at 30 to the deva's 25, and everyone else's 24.






In the realm of magical research, ACGHHS is again the clear breakaway at 153, with the blessed ones, deva's, and mysterios trailing at 64, 56,and 37 respectively.

the AI menace is at 2081. with a research count of 130 on turn 2, Agartha seems to have started the game with either 15 mages, or a god with 16 in every magic path.




The largest standing army award goes to arcoscephale, and then mictlan, both on ACGHHS.





Provinces:
Deva's, 27
ACGHHS, 26
AI menace, 24
Mysterios, 16
Blessed ones, 11


Net income:
AI menace, 9920
Deva's 9000
ACGHHS, 8533
Mysterios, 8075
Blessed ones, 6262


Net gem income:
ACGHHS, 115
AI mencae, 110
Deva's, 100
Mysterios, Blessed ones, 96.


Research:
AI menace, 2081
ACGHHS, 153
Blessed ones, 64
Deva's 56
Mysterios, 37


Using a completely arbitrary and largely meaningless ranking system based on relative position within the graphs, the teams come to collective points thusly:

Blessed ones, 8
Mysterios, 9
Deva's, 18
ACGHHS, 21
AI menace, 24
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  #596  
Old November 9th, 2009, 11:14 PM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Thanks for that report Melnorjr. Seems the Deva's and ACGHHS are leading the pack in different categories. We can expect the AI team to start heading towards the bottom as time progresses (hopefully), but it'll be nice to see what surprises might be in store for us.
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  #597  
Old November 10th, 2009, 02:42 PM
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

AI Ermor's Grenc is dead , killed in the arena death match by his AI kin. What a shame! Who shall weep? Maybe Gandalf will.

Alas Grenc, we hardly knew ye ...

"... and if you find yourself alone riding in green fields with the sun on your face, do not be troubled, for you are in Elysium, and you're already dead! ..."
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Be harmonious, enrich the soldiers, and scorn all other men.
-Emperor Septimius Severus, to his sons shortly before his death, quoted in Dio Cassius (77.15.2).

Last edited by Septimius Severus; November 10th, 2009 at 02:55 PM..
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  #598  
Old November 11th, 2009, 02:47 PM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

It is my hope that teams are not ignoring the AI team and their provinces completely. As of turn 7, there were still 79 indies provinces without owners and 31 provinces in the hands of the AI team up for grabs before you absolutely need to attack another human player. There is a slight danger in the human teams decimating each other first and being overcome by the AI. Or at least that is what I was hoping.

Can anyone share some feedback on the performance of the AI teams nations and the BI mod so far.

Are you seeing the AI fielding large armies of national troops?

Does it appear the AI is being bankrupted, not producing units, not making use of any other types of units such as indy archers, or any other issues that you see?

Do you feel the mod is too limiting for you? Are there certain units you'd like to build and cannot? Chaff units do have some uses for human players, as seige meat, arrow fodder, and so forth.

I have noticed there is at least one variety of militia that is recruitable though they seem inferiorly equipped compared to the unrecruitable version, however reading through the mod thread and the mod itself, it appears Edi included them because they are used in an event and so could not be disabled.

Thanks in advance for your feedback.
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Be harmonious, enrich the soldiers, and scorn all other men.
-Emperor Septimius Severus, to his sons shortly before his death, quoted in Dio Cassius (77.15.2).

Last edited by Septimius Severus; November 11th, 2009 at 02:59 PM..
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  #599  
Old November 11th, 2009, 11:26 PM

chrispedersen chrispedersen is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Team ACGHHS cannot upload turns.... email is not accepting, and gandalf's server is not accepting from a different address....

I can send the turns to gandalf directly; can we delay to get these in.. I've been trying for more than 2 hours....
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  #600  
Old November 11th, 2009, 11:40 PM

rdonj rdonj is offline
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Default Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.

Quote:
Originally Posted by Septimius Severus View Post
It is my hope that teams are not ignoring the AI team and their provinces completely. As of turn 7, there were still 79 indies provinces without owners and 31 provinces in the hands of the AI team up for grabs before you absolutely need to attack another human player. There is a slight danger in the human teams decimating each other first and being overcome by the AI. Or at least that is what I was hoping.

Can anyone share some feedback on the performance of the AI teams nations and the BI mod so far.

Are you seeing the AI fielding large armies of national troops?

Does it appear the AI is being bankrupted, not producing units, not making use of any other types of units such as indy archers, or any other issues that you see?

Do you feel the mod is too limiting for you? Are there certain units you'd like to build and cannot? Chaff units do have some uses for human players, as seige meat, arrow fodder, and so forth.

I have noticed there is at least one variety of militia that is recruitable though they seem inferiorly equipped compared to the unrecruitable version, however reading through the mod thread and the mod itself, it appears Edi included them because they are used in an event and so could not be disabled.

Thanks in advance for your feedback.
I at one point was going to recruit some wolf tribe warriors to flesh out an army, since they can do quite a bit of damage with their dual daggers. However, they cost 9,000 gold a piece with the mod . Oh well, I don't really use independants that much anyway, it's more just an inconvenience that they're not available.

I think the AIs are doing fine. I'm not going to name names, but one of them has some summer lions they've summoned and a fort+temple they've built nearish me. They're a lot stronger than I thought they were going to be for this game.
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