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  #81  
Old November 21st, 2002, 12:23 AM
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Master Belisarius Master Belisarius is offline
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Default Re: AI DEAD MATCH CONTEST!

Here the link to see the game between Jraenar vs Klingons.

Jraenar_vs_Klingon_G5.zip

Now, I'm starting the game between SWEmpire and Narn.
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  #82  
Old November 21st, 2002, 01:17 AM
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Default Re: AI DEAD MATCH CONTEST!

The Narn defeated the Star Wars Empire... the Empire surrendered their Last planets.
Think the Empire has very big problems in the ship designs: some of them has not Sensors, and others has no ECM...

Here the link: SWEmpire_vs_Narn_G6.zip

Now I'm doing the Last game for the second wave: Shadows_Vs_Romulans

Edit: the Romulans has the same problem of the Klingons/Jraenar with the mines... But the Shadows have lots of minesweeper ships, then, hope this will be NOT another game until the turn 500.
Turn 142 and the Shadows are ahead in the numbers... and without minesweeper ships, think the Romulans will play a lost battle.

Turn 151 an at least the Romulans built a lone minesweeper... that will die trying to clean a minefiled at Aargau... Think that the difference it's that they're not out of supplies like the Jraenar/Klingons were.

Turn 219 and although the Romulans can't go into the Shadows territory, they have killed 2 large fleets without loses, and now are first!

Turn 395 and nothing new... Both races out of supplies and without fight.
Think that the God Emperor's races would work better with Medium or High bonus...

Turn 500. Game over and the Romulans wins by a short margin! They managed to open a hole into Shadow's territory and killed most planets at Aargau. But the Shadows attacked at Abrion. Then, both races finished with lots of riots and with very close victory points: 798K vs 746K.
Here the link:
Shadows_vs_Romulan_G6.zip

[ November 21, 2002, 01:44: Message edited by: Master Belisarius ]
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  #83  
Old November 21st, 2002, 02:45 AM

God Emperor God Emperor is offline
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Default Re: AI DEAD MATCH CONTEST!

MB,
Thanks for the report regarding minesweepers. Looks like I will have to advance them a bit further in the AI_Construction queue.

Regards,
GE
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  #84  
Old November 21st, 2002, 03:02 AM
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Default Re: AI DEAD MATCH CONTEST!

Quote:
Originally posted by God Emperor:
MB,
Thanks for the report regarding minesweepers. Looks like I will have to advance them a bit further in the AI_Construction queue.

Regards,
GE
Hey, no problem! Always liked your AI's for the Klingons and Romulans... then, I'm happy if can help in some way.
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  #85  
Old November 21st, 2002, 03:43 AM
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Default Re: AI DEAD MATCH CONTEST!

Here is the situation after the second wave of matches:

Group 1
EEE 2
Azorani 1
United Flora 1
Drakol 0

Group 2
Aquilaeian 2
Space Vikings 1
UkraTal 1
Orks 0

Group 3
Pyrochette 2
Praetorian 1
Namovans 1
Vaxin 0

Group 4
Toron 2
Earh Alliance 2
XiChung 0
Rage 0

Group 5
Klingons 2
Jraenar 1
A.Regency 1
Eeevil 0

Group 6
Narn 2
Shadows 1
Romulans 1
Star Wars Emp. 0

Now, I'm starting the 3rd and Last wave of matches for the first round.

The Azorani will fight against the United Flora, and the winner will be in the next Round with the EEE.

[ November 21, 2002, 01:45: Message edited by: Master Belisarius ]
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  #86  
Old November 21st, 2002, 04:43 AM
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Default Re: AI DEAD MATCH CONTEST!

Azorani vs United Flora.
Turn 246.
A very interesting game, and 2 very good races!
The United Flora at the offensive with the Talisman, but the Azorani has AS...
Turn 260.
The UF attacks in Aargau are creating riots into the Azorani colonies.
The Azorani has a big fleet that maybe would have been able to stop the UF attacks... but not used it. Sadly, it looks like a hardcoded behavior.

Interesting, but the Azorani are destroying most the planets (previously conquered by the UF) into Aargau, to rebuild them later.

I'm going to sleep!

Edit: United Flora won. Here the link:
Azorani_vs_UFlora_G1.zip

[ November 21, 2002, 22:25: Message edited by: Master Belisarius ]
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  #87  
Old November 21st, 2002, 10:23 PM
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Default Re: AI DEAD MATCH CONTEST!

Quote:
Originally posted by Master Belisarius:
Alpha wrote: "Another map related issue may be the number of moons on the map. It seems
like there are less than an average number, and the Rage flourish on maps
with more moons."

I did the map with the idea that everybody should have similar opportunities to colonize planets... a big problem when you consider that doesn't exist Gas Giant planets with "None" as atmosphere!

To compensate this, was because I have included 2 moons without atmosphere (one rock and the other ice) per system.
Then, think the Rage still had more opportunities to develop in the EARLY game than the other races, because had 1 more breathable planet per system, but less opportunities to build facilities when "ICE" and "GAS" colonizations are
available later.

In the early game:
Standard Rock Race with "Advanced Storage Techniques"
1 Breathable with 18 facilities.
1 Non-Breathable moon with 1 facility.
4 Non-Breathable planets with 3 facilities.
Total = 18 + 1 + (4*3) = 31 facilites

Rock Race with "No atmosphere" and "Advanced Storage Techniques"
1 planet NO atmosphere with 18 facilities.
1 moon with 6 facilities.
4 Non-Breathable planets with 3 facilities.

Total = 18 + 6 + (4*3) = 36 facilites per system.

Every race had 7 nearest systems available to colonize, the Rage had available 7 * 5 = 35 extra facilities to build in the early game, if they where able to colonize these systems and keep them. Then, don't think one of the reasons was the lack of space to colonize.

Considering that the Rage doesn't lost the game in the late game, the reason in my view (and of course it not mean that I'm right!), was mostly, what God Emperor wrote: expansion.

It can justify, how in the turn 50, the Toron was able to have colonies in all the nearest systems and 42 planets. At the same turn, the Rage only had 22 planets and has not colonies in Abrion, Butukret and Rove.

Ok, maybe the Rage research mines something later, or had bad luck to be in a group with 2 strong races like Toron and EA, but the main reason think was the expansion rate. Something vital in a map where it's no room to expand, if it's not going against the enemy.
It definitely looks like I need to push the Rage expansion rate. First I'll have to figure out why they are not expanding fast, then maybe I can improve it. Now, if I only had more time to actually look at what is going on....
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  #88  
Old November 22nd, 2002, 04:21 AM
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Default Re: AI DEAD MATCH CONTEST!

As I have expected, the EEE crushed the Drakol. Only 164 turns!

EEE_vs_Drakol_G1.zip
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  #89  
Old November 22nd, 2002, 04:43 AM
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Default Re: AI DEAD MATCH CONTEST!

the drakol seem to be crushed too easily; in all my games, by the time I have contact, they are almost dead and holding off at their homesystem, or worse.

I'd like to see the drakol become a menace as it is described...
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  #90  
Old November 22nd, 2002, 05:35 AM
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Default Re: AI DEAD MATCH CONTEST!

The Aquilaeian defeated the UkraTal.
Here the link:
UkraTal_vs_Aquilaeian_G2.zip

Orks vs Vikings: what a fast game!!!!! The Vikings defeated the Orks in less than 156 turns!
Here the link.

Orks_vs_Vikings_G2.zip
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