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Spaceempires.net :: [BM1.19i + R&P Events + FQM5b15] Test Game :: View topic
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[BM1.19i + R&P Events + FQM5b15] Test Game

 
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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Apr 17, 2013 2:27 pm    Post subject: [BM1.19i + R&P Events + FQM5b15] Test Game Reply with quote

Map:
    Paradise
    Large
    All Warp Points Connected
Empire Rules:
    High Technology Cost
    Low Starting Resources
    Good Home Planet Value
    1 Number of Starting Planets
    All player home planets the same size
    Evenly distributed through the quadrant Empire Placement
    Player can view scores of all allied players
    None Technology Points for new Players
    5000 Racial Points for new Players
    Generate random computer controlled Empires
    Medium Number of Computer Players
    High Computer Player Difficulty
    None Computer Player Bonus
Empire:
    Aggressive
    Rock
    Oxygen
    Tyranny
    Warriors
    Mining Aptitude
    Smart
    Cunning
    Brave
    Physical Strength
    Environmental Resistance
    Advanced Power Conservation
    Propulsion Experts
Game Options:
    Players start with sight of their entire home solar system and require sensors to see at a distance.
    Low Event Frequency
    Low Maximum Event Severity
    20000 Maximum Units in Space per Player
    5000 Maximum Ships allowed per Player
    Players can give Gifts
    Players can give Technology through Gifts and Trades
    Players can completely surrender
    Players can conduct Intelligence Projects
Victory Conditions:
    None


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Apr 17, 2013 2:41 pm    Post subject: Reply with quote

Starting Situation:
    Colonies:
    Code:
    Rock Large O2 Optimal [118, 118, 125]% Homeworld
    Colony Targets:
    Code:
    Rock Small none Optimal    [128,  18,  65]%
    Rock Tiny  CH4  Mild       [136,   0,  55]%
    Rock Large none Unpleasant [ 24, 134,  48]%
    Exploration Targets:
      2 Warp Points
    Resources:
    Code:
    Stockpile:
     37258  17080  17500
    Storage used:
    0.3726 0.1708 0.1750
    Construction Expense:
    -    0 -    0 -    0
    Net Change:
     22608   1630   6550


Last edited by LordZsar1 on Wed Apr 17, 2013 4:26 pm; edited 1 time in total


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Apr 17, 2013 4:24 pm    Post subject: Reply with quote

2400.1:
    Homeworld scraps a Radioactives Extraction and adds an Organics Farm
    New Ship Designs: Attack Ship (S), Base Space Yard, Colonizer (Rock), Defense Base (S), Defense Ship (S), Missile Ship (S), Scout Ship
    New Unit Designs: Fighter, Fighter Bomber, Light Troop, Missile Weapon Platform (S), Point-Defense Satellite, Recon Satellite, Satellite, Troop, Weapon Platform (S)
    Resources:
    Code:
    Stockpile:
     60316  18710  24200
    Storage used:
    0.6032 0.1841 0.2420
    Construction:
    - 1500 -  500 -    0
    Net Change:
     22910   1602   3100
    Research:
    Code:
    Cultural Studies     1% 1175 turns
    Physics             40%  118 turns
    Organics Extraction 39%   61 turns
    Bombardment Weapons 20%   30 turns
2400.2:
    Homeworld scraps Mineral Miner and adds Organics Farm, Colonizer (Rock)
    Resources:
    Code:
    Stockpile:
     83676  20312  27450
    Storage used:
    0.8368 0.2031 0.2745
    Construction:
    - 3200 - 3200 - 1730
    Net Change:
     17080   2628   1420
2400.3:
    Homeworld scraps Mineral Miner, deletes queue and adds Organics Farm, Colonizer (Rock)
    Resources:
    Code:
    Stockpile:
     100450  22940  29020
    Storage used:
     1.0045 0.2294 0.2902
    Construction:
    -  3200 - 3200 - 1730
    Net Change:
      12950   6354   1470
2400.4:
    Homeworld adds Colonizer (Rock)
    Research:
    Code:
    Cultural Studies     1% 1172 turns
    Physics             40%  115 turns
    Sensors             39%   21 turns
    Bombardment Weapons 20%   27 turns

    Resources:
    Code:
    Stockpile:
     100000  29294  30490
    Storage used:
     1.0000 0.2929 0.3049
    Construction:
    -  3200 -  780 -    0
    Net Change:
      12800  12500   3200
2400.5
2400.6
    Research Event consumes all points invested in Bombardment Weapons (6 of 30 turns, 0.20 progress lost).
    Homeworld builds Coloniser (Rock) and adds Coloniser (Rock)
    1st Colony established on target 3
    Colony Targets:
    Code:
    Rock Small none Optimal [128,  18,  65]%
    Rock Tiny  CH4  Mild    [136,   0,  55]%

    Resources:
    Code:
    Stockpile:
     100000   51874   35160
    Storage used:
     1.0000  0.5187  0.3516
    Construction:
    -  3180 -   280 -     0
    Net Change:
      12702   12881    3175
2400.7
    1st Colony is designated Farming Colony, adds Organics Farm and Weapon Platform (S)
    Resources:
    Code:
    Stockpile:
     100000   64755   38335
    Storage used:
     1.0000  0.6476  0.3834
    Construction:
    -  4600 -  3700 -  1730
    Net Change:
      11400    9570    1470
2400.8
    Homeworld builds Coloniser (Rock) and adds Base Space Yard
    2nd Colony established on target 1
    Colony targets:
    Code:
    Rock Tiny CH4 Mild [136,   0,  55]%
    Resources:
    Code:
    Stockpile:
     100000   74325   39805
    Storage used:
     1.0000  0.7433  0.3981
    Construction:
    -  4580 -   320 -   430
    Net Change:
      11302   12830    2745
2400.9
    1st Colony builds Organics Farm and adds Organics Farm
    2nd Colony is designated Research Compound, adds Research Center and Missile Weapon Platform (S)
    Resources:
    Code:
    Stockpile:
     100000   87155   42550
    Storage used:
     1.0000  0.8716  0.4255
    Construction
    -  6000 -  2050 -  1400
    Net Change:
      9850   13034    1800


--

Summary:

First four turns wasted.

No exploration ten turns into the game - two scouts would have fit into the wasted turns.

Before Unit Weapon Mounts are available, the Weapon Platform (S) design is of dubious utility, as Missile Weapon Platform (S) is vastly superior.

Before Troops 2 is available, the Troop design is useless as Small Troop is clearly superiour and meaningful diversification is impossible due to space constraints.

New colonies should probably build their token defense first and then start with facilities.

The AIs choice of Colony Type is poor: 1st Colony could have been the Research Compound, with Organics so overproduced, 2nd Colony could have been a Mining Colony, as Minerals demand will rise much faster than Organics demand.
... Could have been an Intelligence Compound or Military Installation too. Mayhap a Resupply Base to free one facility slot on the valuable homeworld.

The AI's Scout Ship design is poor:
    2x Heavy Armor
    1x Light Armor
    5x Ion Engine
    1x Depleted Uranium Cannon
    1x Large Supply Storage
    1x Ordnance Storage
    1x Basic Sensors
    1x Combat Sensors
Ordnance Storage is not needed, as the weapon carries enough for 50 shots - plenty for one battle. Leaving out the Light Armor and Combat Sensor would have allowed for another Large Suppy Storage and thus 1000 supplies or 50 hexes more range.
Even just swapping the Ordnance Storage with a Suppy Storage would have increased the range by 12 hexes.
Only replacing the Combat Sensors would have yielded 25 hexes - and this thing is after all not supposed to fight, only able to.


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Apr 17, 2013 6:18 pm    Post subject: Reply with quote

2401.0
    Homeworld builds Colonizer (Rock) and adds Scout Ship
    1st Colony builds Weapon Platform (S) and adds Organics Farm
    3rd Colony is established on target 1
    Colonies:
    Code:
    Rock Large O2 Unpleasant [118, 118, 125]% Homeworld
    Rock Large none Unpleasant [ 24, 134,  48]% Farming Colony
    Rock Small none Optimal    [128,  18,  65]% Research Compound
    Rock Tiny  CH4  Mild       [136,   0,  55]%

    Colony targets: none
    Resources:
    Code:
    Stockpile:
     100000  100000   44350
    Storage used:
     1.0000  1.0000  0.4435
    Construction:
    -  5980 -   540 -   470
    Net Change:
       9589   14419    2662
2401.1
    1st Colony builds Organics Farm and adds Organics Farm
    2nd Colony builds Research Center and adds Research Center
    3rd Colony is designated Mining Colony, adds Mineral Miner and 7x Fighter Bomber
    Resources:
    Code:
    Stockpile:
     100000  100000   47012
    Storage used:
     1.0000  1.0000  0.4701
    Construction:
    -  7400 -   750 -   750
    Net Change:
       7987   16117    2382
2401.2
    1st Colony builds Organics Farm and adds 7x Fighter Bomber
    2nd Colony builds Research Center and adds 7x Fighter Bomber
    Resources:
    Code:
    Stockpile:
     100000  100000   49394
    Storage used:
     1.0000  1.0000  0.4939
    Construction:
    -  7400 -   912 -  1907
    Net Change:
       7648   17774    1178
2401.3
    Research Event almost doubles current investment in Bombardment Weapons
    Homeworld builds Base Space Yard and adds Base Space Yard
    1st Colony builds Organics Farm and 3x Fighter Bomber, adds 7x FighterŽ
    2nd Colony builds Research Center and 3x Fighter Bomber, adds Missile Weapon Platform (S)
    3rd Colony builds Mineral Miner and 6x Fighter Bomber, adds Weapon Platform (S)
2401.4
    Homeworld builds Scout Ship, adds Defense Base (S)
    1st Colony builds 4x Fighter Bomber and 4x Fighter, adds 7x Fighter
    2nd Colony builds 4x Fighter Bomber, adds 7x Fighter
    3rd Colony builds Fighter Bomber, adds 7x Fighter
    Scout Ship explores Warp Point, finds Brown Dwarf
2401.5
    1st Colony builds 7x Fighter, adds 10x Light Troop
    2nd Colony builds Missile Weapon Platform (S) and Fighter, adds 10x Light Troop
    3rd Colony builds Weapon Platform (S) and Fighter, adds 9x Troop
2401.6
    Research Event adds 17% to investment in Sensors
    1st Colony builds 3x Fighter and 6x Light Troop, adds 3x Satellite
    2nd Colony builds 6x Fighter and 2x Light Troop, adds 8x Light Troop
    3rd Colony builds 2x Fighter and 7x Troop, adds 3x Satellite
2401.6
    Homeworld builds Base Space Yard, adds Scout Ship
    1st Colony builds 4x Light Troop and 2x Satellite, adds 10x Troop
    2nd Colony builds 10x Light Troop, adds 3x Point-Defense Satellite
    3rd Colony builds 2x Troop and 2x Satellite, adds 9x Troop
2401.8
    Homeworld Builds Defense Base (S) and adds Missile Ship (S)
    1st Colony builds Satellite and 8x Troop, adds Recon Satellite
    2nd Colony builds 6x Light Troop and Point-Defense Satellite, adds 7x Fighter Bomber
    3rd Colony builds Satellite and 8x Troop, adds 7x Fighter
    Scout Ship explores Warp Point, finds Yellow Star *
    Colony Targets:
    Code:
    Rock Tiny CO2 Unpleasant [ 64,  79,  48]%

    Exploration Targets:
      1 Warp Point
      1 Brown Dwarf
      1 Yellow Star - under survey
2401.9
    Homeworld builds Scout Ship, adds Colonizer (Rock)
    1st Colony builds 2x Troop and Recon Satellite, adds nothing, has empty queue
    2nd Colony builds 2x Point-Defense Satellite and 5x Fighter Bomber, adds nothing
    3rd Colony builds Troop and 6x Fighter, adds nothing
    Exploration Targets:
      2 Warp Point - 1 under survey
      1 Brown Dwarf
      1 Yellow Star - under survey
    Resources:
    Code:
    Stockpile:
     100000  100000   56297
    Storage used:
     1.0000  1.0000  0.5630
    Construction:
    -  3640 -    22 -    57
    Net Change:
       5908   20612    1650


--

* - You told me, a ship could only survey a known system and thus would have to wait one turn after entering an unexplored Warp Point; I told you, I have seen ships warp and survey the newly discovered system within the turn...
This just happened.
Ideally, it should always happen!

Summary:

One of the worst starts I ever witnessed. And this in Paradise, with infinite resources!

Base yards were empty when they should have produced Scout Ships and resources were available aplenty.

Surprised that Brown Dwarfs are in Paradise - they are definitely an AI-unfriendly kind of system, especially when they do house one or two "Rock Tiny none" planets.
... Well, a "Rock none" empire would not have problems with that, I suppose.

Number of unit builds - especially ground units - seems to be excessive.

Satellites without even a Satellite Layer design let alone a ship?

Unused bases are not mothballed when it would have been perfectly sensible to do so.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 17, 2013 7:02 pm    Post subject: Reply with quote

It was long ago when I added the "cheat" to allow for a warp and scout order stack. Theoretically this should happen all the time there's movement points left.

It looks like I'll have to add some modifiers for low resource starts... the perceived organic shortage certainly messed things up.

There is benefit to having troops built but some of the other units could probably wait until another race is discovered. Sat layers won't be designed until a race has 50 facilities (can't remember why I put that in specifically) and has made first contact with at least one race.


Space Empires Depot | SE:V Balance Mod


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Sat Apr 20, 2013 1:32 am    Post subject: Reply with quote

2402.0
    2nd Colony builds 2x Fighter Bomber, queue is now empty
    3rd Colony builds Fighter, queue is now empty
    Scout Ship explores Warp Point, finds Yellow Star
    Exploration Targets:
      1 Warp Point
      1 Brown Dwarf
      2 Yellow Stars - under survey

    Resources:
    Code:
    Stockpile:
     100000  100000   57947
    Storage used:
     1.0000  1.0000  0.5795
    Construction:
    -  3200 -  3200 -  1730
    Net Change:
       6291   17425 -    37
2402.1
    Sensors 2 researched
    Homeworld builds Missile Ship (S), adds nothing
    Colony Targets:
    Code:
    Rock Large O2  Mild       [ 30, 137, 100]%
    Rock Huge  H2O Unpleasant [ 35,  43,   5]%
    Rock Tiny  CO2 Unpleasant [ 64,  79,  48]%

    Exploration Targets:
      2 Warp Points - 1 under survey
      1 Brown Star
      2 Yellow Stars - under survey

    Resources:
    Code:
    Stockpile:
     100000  100000   57910
    Storage used:
     1.0000  1.0000  0.5791
    Construction:
    -  3200 -   280 -     0
    Net Change:
       5606   20230    1518
2402.2

    Updated Ship Designs: all
    Updated Unit Designs: Missile Weapon Platform (S), Recon Satellite, Weapon Platform (S)
    Homeworld adds Colonizer (Rock)
    Resources:
    Code:
    Stockpile:
     100000  100000   59428
    Storage used:
     1.0000  1.0000  0.5943
    Construction:
    -  3200 -  3200 -  1735
    Net Change:
       5606   17307 -   217

    Research:
    Code:
    Cultural Studies     1%  982 turns
    Physics             40%   81 turns
    Sensors             39%   25 turns
    Bombardment Weapons  5%    1 turn
    Warheads            15%   23 turns
2402.3
    Bombardment Weapons 1 researched
    Homeworld builds Colonizer (Rock), adds Colonizer (Rock)
    Missile Ship (S) explores Warp Point, finds Yellow Star
    Exploration Targets:
      1 Warp Point
      1 Brown Star
      3 Yellow Stars - under survey

    Resources:
    Code:
    Stockpile:
     100000  100000   59211
    Storage used:
     1.0000  1.0000  0.5921
    Construction:
    -  3180 -   280 -     0
    Net Change:
       4656   19671    1277

    Research:
    Code:
    Cultural Studies     1%  981 turns
    Physics             40%   80 turns
    Sensors             39%   24 turns
    Warheads            20%   16 turns
2402.4
    4th Colony is established on target 1
    Colony targets:
    Code:
    Rock Huge  H2O Unpleasant [ 35,  43,   5]%
    Rock Tiny  CO2 Unpleasant [ 64,  79,  48]%
    Rock Huge  CO2 Unpleasant [ 92,  23,  73]%
    Resources:
    Code:
    Stockpile:
     100000  100000   60488
    Storage used:
     1.0000  1.0000  0.6049
    Construction:
    -  3200 -  3200 -  1735
    Net Change:
       5606   17292 -   217
2402.5
    Homeworld builds Colonizer (Rock), adds Colonizer (Rock)
    4th Colony is designated Research Center, adds Space Port
    Colony Targets:
    Code:
    Rock Huge  H2O Unpleasant [ 35,  43,   5]% - coloniser en route
    Rock Tiny  CO2 Unpleasant [ 64,  79,  48]%
    Rock Huge  CO2 Unpleasant [ 92,  23,  73]%
    Rock Tiny  H2O Good       [ 38, 145, 100]% - ruins

    Exploration targets:
      3 Warp Points
      1 Brown Star
      3 Yellow Stars - under survey

    Resources:
    Code:
    Stockpile:
     100000  100000   60271
    Storage used:
     1.0000  1.0000  0.6027
    Construction:
    -  5180 -  1300 -   500
    Net Change:
       2655   18635     777
2402.6
    4th Colony adds Resupply Depot
    5th Colony established on target 1
    Colony Targets:
    Code:
    Rock Medium H2O Unpleasant [136,  77, 137]%
    Rock Medium CH4 Unpleasant [146, 112,   9]% - ruins
    Rock Tiny   CO2 Unpleasant [ 64,  79,  48]%
    Rock Medium CO2 Unpleasant [123,  97,  18]%
    Rock Huge   CO2 Unpleasant [ 92,  23,  73]%
    Rock Tiny   H2O Good       [ 38, 145, 100]% - ruins

    Resources:
    Code:
    Stockpile:
     100000  100000   61048
    Storage used:
     1.0000  1.0000  0.6105
    Construction:
    -  5200 -  3180 -  1735
    Net Change:
       3488   17147 -   242
2402.7
    New Ship Design: Population Transport
    Homeworld builds Colonizer (Rock), adds nothing
    5th Colony is designated Resupply Base, adds Resupply Depot
    Resources:
    Code:
    Stockpile:
     100000  100000   60806
    Storage used:
     1.0000  1.0000  0.6080
    Construction:
    -  6620 -  2300 -  2000
    Net Change:
       1215   18629 -   723
2402.8
    4th Colony builds Space Port, adds Space Yard
    6th Colony established on target 3
    Colony Targets:
    Code:
    Rock Medium H2O Unpleasant [136,  77, 137]%
    Rock Medium CH4 Unpleasant [146, 112,   9]% - ruins
    Rock Medium CO2 Unpleasant [123,  97,  18]%
    Rock Huge   CO2 Unpleasant [ 92,  23,  73]%
    Rock Large  CH4 Unpleasant [  4,  71, 114]%
    Rock Medium CO2 Good       [146,  28,  62]%
    Rock Tiny   H2O Good       [ 38, 145, 100]% - ruins
    Exploration Targets:
      2 Warp Points - 1 under survey
      1 Brown Star
      2 Yellow Stars - 1 under survey

    Resources:
    Code:
    Stockpile:
     100000  100000   60083
    Storage used:
     1.0000  1.0000  0.6008
    Construction:
    -  5840       0       0
    Net Change:
       2248   21219    1443
2402.9
    Homeworld builds Colonizer (Rock), queue is now empty
    5th Colony adds Space Yard
    6th Colony is designated Military Installation and adds Space Yard
    Resources:
    Code:
    Stockpile:
     100000  100000   61526
    Storage used:
     1.0000  1.0000  0.6153
    Construction:
    -  4860       0 -  1400
    Net Change:
      2375   20747 -   173


--

Summary:

A recession, fancy that. Created by unit-overproduction during a time without colonisation possibilities due to too few available scouts.

This, of course, makes the single Missile Ship (S) build seem even more nonsensical.

Even when an abundance of expansion opportunities had been surveyed, there was no push to exploit them: The homeworld wasted one turn's spillover production when it added a Colonizer (Rock) into the empty queue, in the last turn the queue even stayed empty!

Although the resource situation may have prompted this behaviour, neither the idle base yards nor the defense base were mothballed, which would have been perfectly acceptable (No other races met yet!) and helped at least a little.

Again questionable choices by the AI in several instances:
    A huge Resupply Base? Really?
    When a Resupply Depot was added to 5th Colony, the one already in queue of 4th Colony (same system) was needlessly retained, which not only consumed a valuable facility slot but also delayed the construction of its Space Yard by 3 turns or 60%.
    6th Colony should have been established on target 1 or 6, both eligible to fix the Radioactives shortage. Instead an unnecessary Military Installation with exactly one facility slot was chosen.
    A tiny wrong-atmosphere planet is really not the place for a Space Yard.
    Building a Space Yard when all space yard queues are empty is counter-productive.


Abandoned in favour of refined AI script and standardised starting location.


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