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July 13th, 2001, 10:30 PM
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Re: Colonization Minister secret revealed
It looks like most of my bankruptcy problem is caused by poor design in the AI_Planet_Types file. I am very carefully rebuilding it now and will test the effect with the exact same other files as before.
Basically, I think the order of the planet types determines what the AI will colonize next, with the proviso that it will go for ruins above all else early in the game. I think it also determines what queues get to run while in bankruptcy. So this one file is the very most important of all. Second most important is AI_Construction_Facilities because it determines how the economy is built once planets have been colonized. Then AI_Research, then AI_DesignCreation and AI_Construction_Vehicles taken together. Then AI_Politics and AI_Anger but not before the others, because no matter what they specify a MEE AI will have no friends. The remainder are important, especially AI_Settings, but until the economy and military is determined they have little effect. Anybody care to comment on that prioritization ?
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July 14th, 2001, 04:04 AM
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Re: Colonization Minister secret revealed
I am VERY VERY pleased with Aaron. It turns out that his AI knows VERY WELL how to recover from bankruptcy **** IF GIVEN THE PROPER COLONIZATION INSTRUCTIONS ****. The fault was my AI_Planet_Types file. See the files I am posting in the scenario/mod archive SE IV maps and scenarios, it will take a while.
1) MonsterAI - contains the AI files, the Clays empire file, and patchsys2. In your races folder create a new folder Clays. Unzip the MonsterAI into it. Move the Clays empire file to empires. Patch the files as instructed in patchsys2 to get Giant planets. You do not need the patches to QuadrantTypes and Systemtypes to play, but you DO need the others.
2) Turn29 - Clays about to enter bankruptcy 492.3/152.4/40.8/0/265/9/104/41.1/1205/60/0
3) Turn51 - Clays about to exit 1st bankruptcy 1.2m/864.6/44.9/0/267/9/135/61.2/1258/42/0
4) Turn60 - Clays next turn second bankruptcy 1.8m/1.3m/53.5/0/268/9/349/112.5/1396/104/0
5) Turn 72 - Clays leaving the nexus on turn 73 3.8m/3.0m/60.0/6.5/316/10/469/256.3/1569/202/0
Processing to turn 73 took 20 minutes !!! But well worth the wait - turn 73 is not posted, you have to try it yourself :
4.0m/3.1m/58.6/6.5/370/35/545/270.9/1569/214/0
Yes that is a jump from 10 to 35 systems, from 469 to 545 colonies, gaining 14 billion population PER TURN! And gained 12 ships in spite of planting 76 colonies!
Obviously some were ruins, notice the jump in tech from 316 to 370....
Of course this was a no events high resource 10 good planet start, but medium difficulty and NO AI BONUS. Also the ruins and resource rich map9a with its dense packing of 74 planets per system is extremely atypical. But the difference in performance from my previous post was due entirely to the change in my AI_Planet_Types file. I did modify the AI_Construction_Facilities to add a research entry at the very bottom after intelligence in case no int tech was learned, but that change obviously had little or no effect. As you can see the AI is doing very little building of tech and int compared to resources, which needs to be fixed somehow.
I have not even opened up the Clays to look at them. I am going to run a few more turns till either the game locks up or it takes 45 minutes to process a turn. Then I will post the final turn with Clays opened up so you do not have to wait for turn execution. I just wanted to post these for the TDM-Modpack and Beta testers benefit in case anybody is interested in how to create a really monster AI....
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July 14th, 2001, 04:41 AM
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Re: Colonization Minister secret revealed
MonsterAI and turn72 are posted but I got a request timed out on turn60. I will keep trying...
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July 14th, 2001, 05:10 AM
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Re: Colonization Minister secret revealed
Turn29 timed out but turns 51 and 60 are posted.
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July 14th, 2001, 05:19 AM
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Re: Colonization Minister secret revealed
Turn 29 is posted.
Once again, it was MY FAULT, profound apologies to Aaron for my harse criticisms of his AI. It was just following the script I gave it. But it DOES need improvement to ANTICIPATE bankruptcy.
Now I am going back to the game to see what the Clays do next! Besides I am on Aol tying up the phone and my sister wants to use it...
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July 14th, 2001, 06:06 AM
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Re: Colonization Minister secret revealed
Going to turn 74 took a while, so I took a shower. When I came back it had completed :
4.1m/3.1m/59.5/6.5/370/45/637/291.3/2019/239/0
Increase 100k score, no significant change in resources, tech, int, tech levels.
10 more systems and 92 more colonies planted. Population jumped another 20.4 BILLION. 450 units produced, presumably mines. And ships INCREASED another 25 despite planting 92 colonies...
I will post again at turn 75 on a new thread Monster AI. Discussion of the implications of this AI should occur there.
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