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  #811  
Old October 2nd, 2003, 05:21 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
not "changed event chance in Settings.txt to 100"% as this MAX and unrealistic setting may counteract with the -CBEC
Nope, all it will do is mean you have to hit end turn fewer times. But if you want to hit end turn a lot, go right ahead.

The purpose of making a 100% fate shrine was to see if you could get total protection of a system, which you apparently can not. From what I was seeing, you do not appear to get any protection at all. Hopefully it was a fluke and MM is not delusional with the "fix." The reduced number of events was to make a reliable benchmark.

I have no idea on the lucky trait, but I assume it uses the exact same code fucntions, just accessed from different places. Why write the same code twice?

[ October 02, 2003, 04:22: Message edited by: Imperator Fyron ]
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  #812  
Old October 2nd, 2003, 10:48 AM

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

When it comes to Faith there are and will be very many believes and controversy’s. This is not a bad thing in the game, I mean really who will believe that an Heroes Epic can increase events in a System by up to 20% with their Civilization Heroes, Idols and Gods that dabble with the events. Or a Fate Shrine that can be used by all with the believe their Civilizations thoughtful seers who may predict the future and can avert disasters by as much as 40%.

This is also what faith is all about, and it is good that there will be diversity in believe and disbelieve of the possibilities.



[ October 02, 2003, 11:07: Message edited by: JLS ]
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  #813  
Old October 2nd, 2003, 11:20 AM

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

Quote:
Originally posted by Imperator Fyron:
"changed event chance in Settings.txt to 100"% as this MAX and unrealistic setting may counteract with the -CBEC"

Nope, all it will do is mean you have to hit end turn fewer times. But if you want to hit end turn a lot, go right ahead.
Actually, I plan on playing a the se4 game as and the only Religious Trait player in that se4 game.
Therefore, when I end my turns it will be with the satisfaction of Playing Space Empires with PvK’s trait Balance MOD with about 4 AI Players and Logging the events in a High Frequency Events game with the consideration that the Fate shrine {may} be of benefit for my race

The only modification will be to give my race all the Fate Shrines from the start, with the default benefits of the Happiness, CBIC, and CBEC. And the enjoyment of playing PvKs Trait Balance MOD that keeps the CORE se4 DATA intact and changes the Characteristics Cost as to represent Balance and the enhanced Culture choices are fantastic and may be right on for anyone that enjoys roll playing in there Space Empires game.

[ October 02, 2003, 11:11: Message edited by: JLS ]
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  #814  
Old October 2nd, 2003, 07:36 PM
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Default Re: AI Campaign => For a Challenging AI opponent

If you plan to compare two or more games with different system event modifiers, make sure the number of systems is the same in all test games. I think it could be a good idea to create as many systems as players. The smaller the galaxy the better to observe event distribution (my favorite word).

Quote:
The purpose of making a 100% fate shrine was to see if you could get total protection of a system, which you apparently can not. From what I was seeing, you do not appear to get any protection at all. [[Frown]] Hopefully it was a fluke and MM is not delusional with the "fix." [[Wink]] The reduced number of events was to make a reliable benchmark. [[Wink]]
What is a 100% FS? Is it -1000 ?
BTW, I have seen some other data than the cursed races got all events. It has not always been the case, it was weird, sometimes the events have happened almost exclusively at one planet, sometimes even at a lucky one. I think the event fixes have changed something, but who knows what?

[ October 02, 2003, 18:45: Message edited by: PsychoTechFreak ]
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  #815  
Old October 2nd, 2003, 10:23 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I had only 2 systems and 2 players in my test.

The game refused to load the facility file if the ability was any more negative than -334 (or was it -333?), as can be seen in my test log. I used an ability of -100 in my tests. I could use positive values greater than 334, but did not really test for the limit. I have no idea whether this trait is stored in 10ths or 1s. It would be best to ask MM on that, as randomness makes it difficult to test (that, and you can not use -1000... ).

[ October 02, 2003, 21:24: Message edited by: Imperator Fyron ]
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  #816  
Old October 3rd, 2003, 10:19 AM

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

Quote:
Originally posted by PsychoTechFreak:
If you plan to compare two or more games with different system event modifiers, make sure the number of systems is the same in all test games. I think it could be a good idea to create as many systems as players. The smaller the galaxy the better to observe event distribution (my favorite word).
Thanks, PTF.
Good point
I am playing with a small Spiral map with 26 Systems with a high event setting =25%. I have 7 Systems Colonized now. 6 total Players with 2 neutrals in the game.

The First 120 turns resulted with 4 Event hits to my empire, Plague being the worst.

Exactly at turn 121 the -30 Fate Shrine III was built in the Home System only.

Plan to play another 100 turns before the second -30 Fate Shrine is built in another System.

I am turn 132. With the defensive positions strengthened from the eminent threat of invasion from the Jraenar

In regards to the same amount of Systems as players, how often is that kind of a game played, what this suggests will direct all Events to a Home System. The goal is to play and to test the events in a real game environment with 4-6 Players, a small map (with about 12 to 30 Systems; whatever the participants desires to track events with Fate Shrines, with the emphasis on playing.

[ October 03, 2003, 11:42: Message edited by: JLS ]
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  #817  
Old October 3rd, 2003, 12:29 PM

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

Originally posted by PsychoTechFreak:
Quote:
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.
= = =

It may be best to use the Fate Shrine in actual game play, it does have an impact.

When I was play testing the game Last week with a very high chance % frequency 60+% , and with a start 10+ Players then as the players dropped out of play; the Event distribution HITS start to become enormous and problematic per player.
The minus -CBEC Epic Facility did help, a lot.

In the 25% Chance se4 game I have now with only 6 Players and I have 7 System out of 26. It appears that just the one –30 Fate Shrine built in the Home System seems to have an effect.

[ October 03, 2003, 11:48: Message edited by: JLS ]
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  #818  
Old October 3rd, 2003, 03:41 PM
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Default Re: AI Campaign => For a Challenging AI opponent

One test game is certainly not conclusive, as their is a lot of quirky randomness in the SE4 event generation. Ask PTF.
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  #819  
Old October 3rd, 2003, 05:46 PM
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Default Re: AI Campaign => For a Challenging AI opponent

There could be even a different event handling between simultaneous and classic movement, see my Last post:

http://www.shrapnelgames.com/cgi-bin...3;t=009929;p=1

On the other hand this could have been also a matter of randomness
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  #820  
Old October 3rd, 2003, 06:10 PM

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

Quote:
Originally posted by Imperator Fyron:
One test game is certainly not conclusive, as their is a lot of quirky randomness in the SE4 event generation. Ask PTF.
Agreed

In addition, is some of this quirky behavior from the new wave of Event files themselves?
With some of the redundennt no matter how modified that event is, we are working into our mods. In essence, even though we may change the effect and or Severity etc this does not change the fact that it is a duplicate and may yield some interesting but extraordinary results.

I found in the early tests of the new and improved reorganized event file the infamous 4.01 beta that some events would expel back to back. And when I started reducing some duplicate events (FOR EXAMPLE –5 PC –10 PC and the dreaded –20 PC to just one -5 PC that this every now and then back to back hit was no longer.
This is fine for a good event like +PC or +PV or even +POP but not good for a duplicate of for example Planet Destroyed or even Close Warp.

I also am going back to basics with se4 event files for a few long and drawn out games, as a refresher on the events also to see, since the se4 Defaut lacks duplicates is there any definable routines.

Then to get back to finishing the current AIC Event file that is not even close to resemble the 4.01beta, to insure that if there is any definable routines; that with in reason this be exclusively for good Events

= = =
EDIT: Also to remind AIC Players that the AIC Event tests at the PTF test site reflects the Obsolete 4.01 Events Beta file I originally requested to be tested Last august or September. And as a result of that test and others along with input from, Oleg, GLV, PTF, Fyron and Others the AIC’s Event file is coming along very nicely.
Not to say there are not a few edges in need to be honed still.



[ October 03, 2003, 17:39: Message edited by: JLS ]
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