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Spaceempires.net :: [BM1.19i + R&P Events + FQM5b15] Test Game 2 :: View topic
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[BM1.19i + R&P Events + FQM5b15] Test Game 2

 
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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Sat Apr 20, 2013 11:11 pm    Post subject: [BM1.19i + R&P Events + FQM5b15] Test Game 2 Reply with quote

New test game for the experimental neutral_aggressive AI. I love being a beta tester.

Map (now standardised to increase comparability between games):
    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


Starting Situation:
    Colonies:
    Code:
    Rock Large O2 Mild [123, 124, 124]% Homeworld
    Colony Targets:
    Code:
    Rock Small CH4 Unpleasant [103,   0, 131]%
    Rock Huge  CO2 Mild       [ 15,  85,  43]%
    Exploration Targets:
      2 Warp Points
    Resources:
    Code:
    Stockpile:
     26236  24880  17440
    Storage used:
    0.2624 0.2488 0.1744
    Construction Expense:
    -    0 -    0 -    0
    Net Change:
     11586   9305   6615


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Sun Apr 21, 2013 12:01 am    Post subject: Reply with quote

2400.1
    New Ship Designs: Attack Ship (S), Base Space Yard, Colonizer (Rock), Defense Ship (S), Explorer Ship, Missile Ship (S)
    New Unit Designs: Fighter, Fighter Bomber, Light Troop, Missile Weapon Platform (S), Point-Defense Satellite, Recon Satellite, Satellite, Troop, Weapon Platform (S)
    Homeworld adds 2x Colonizer (Rock)
    Research:
    Code:
    Cultural Studies     1% 1072 turns
    Physics             40%  108 turns
    Sensors             39%   19 turns
    Bombardment Weapons 20%   27 turns
2400.2
2400.3
2400.4
    Homeworld builds Colonizer (Rock), adds Base Space Yard
    1st Colony established on target 2
2400.5
    1st Colony designated Research Compound, adds Research Center
2400.6
    Homeworld builds Colonizer (Rock), adds Explorer Ship
    1st Colony adds Research Center
    2nd Colony established on target 1
2400.7
    1st Colony builds Research Center, adds Research Center
    2nd Colony designated Research & Intel Compound, adds Intelligence Center
2400.8
    Homeworld builds Base Space Yard, adds Base Space Yard
    1st Colony builds Research Center, adds Research Center
    1st Base Yard adds 2x Explorer Ship
2400.9
    Homeworld builds Explorer Ship, adds Recon Satellite
    1st Colony builds Research Center, adds Research Center
    2nd Colony builds Intelligence Center, adds Research Center
2401.0
    1st Colony builds Research Center, adds nothing - queue will fill facility slots
    2nd Colony builds Research Center, scraps Research Center, adds Intelligence Center
    Explorer Ship finds Yellow Star*
    Exploration Targets:
      1 Warp Point
      1 Yellow Star


--

* - This ship did not start to survey after warping through, but sits there with no orders and 12/13 movement points.

Summary:

Base Space Yards now work, Defense Base (S) is not designed before useful, more sensible Explorer Ship design instead of later important Scout Design... good.

The Explorer Ship design itself, however, is much worse than the Scout Ship design: It has the same amount of supplies (4000) and yet no weapon.
    4x Heavy Armor
    2x Light Armor
    5x Ion Engine
    1x Large Supply Storage
    1x Basic Sensors
For a civilian ship, it has far too much armour - replacing 3x Heavy Armor with Large Supply Storage would preserve enough armour to deal with stellar damage and yield 3000 supplies or 150 hexes of movement. It would probably be appropriate to remove the 2x Light Armor as well, for another 500 supplies or 25 hexes of movement.
... I recall you writing that armour is added for all excess capacity of a ship once all components are in place. Mayhap for Explorer Ship and Scout Ship, this could be switched to Supply Storages?

2nd Colony scrapped a facility in the same turn it built it. This should never happen! (at least not without colonial losses from events or war elsewhere)

Personally, I do not think that making a small planet a multi-purpose colony is a good idea (except for Resource Colony - that one is proper regardless of size; in this case, with 2/3 of resource types over 100% it would have been good). I would have made it a Resource or Refining Colony, either of Research or Intelligence Center would have been appropriate too (note that if the planet offered more than the two facility slots it does, I would have criticised the choice of Intelligence Compound as well - too early in the game, similar to the now-gone Defense Base (S)).

Overall, a much better start still, more so than just by not wasting the first four turns: Not scrapping this Radioactives Extration is a very good idea.
As you can see, I did not need to include resources once in this post.


Last edited by LordZsar1 on Sun Apr 21, 2013 4:42 pm; edited 2 times in total


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Sun Apr 21, 2013 1:15 am    Post subject: Reply with quote

2401.1
    1st Colony builds Research Center, queue empty
    Colonies:
    Code:
    Rock Large O2  Unpleasant [123, 124, 124]% Homeworld
    Rock Huge  CO2 Mild       [ 15,  85,  43]% Research Compound
    Rock Small CH4 Unpleasant [103,   0, 131]% Research & Intel Compound
    Colony Targets:
    Code:
    Rock Small CH4  Good    [ 53,   3, 130]%
    Rock Small none Optimal [147,  28, 148]%
    Exploration Targets:
      1 Warp Point
      1 Yellow Star - under survey
    Resources:
    Code:
    Stockpile:
     100000  100000   85151
    Storage used:
     1.0000  1.0000  0.8515
    Construction:
    -  3440 -   465 -   715
    Net Change:
       6268    9378    5953
    Research:
    Code:
    Cultural Studies     1%  792 turns
    Physics             40%   72 turns
    Sensors             39%    9 turns
    Bombardment Weapons 20%   12 turns
2401.2
    Homeworld builds Base Space Yard and Recon Satellite, adds Colonizer (Rock)
    2nd Colony builds Intelligence Center, queue empty
    1st Base Yard builds Explorer Ship, adds nothing
    2nd Base Yard adds Colonizer (Rock)
    Explorer Ship finds Red Star**
    Colony Targets:
    Code:
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]%
    Rock Medium CH4  Unpleasant [134,  30,   3]%
    Exploration Targets:
      1 Warp Point
      1 Red Star - under survey
      1 Yellow Star - under survey
2401.4
    Homeworld adds Colonizer (Rock)
    Exploration Targets:
      3 Warp Points
      1 Red Star - under survey
      1 Yellow Star - under survey

    Resources:
    Code:
    Stockpile:
     100000  100000  100000
    Storage used:
     1.0000  1.0000  1.0000
    Construction:
    -  5200 -  4200 -  1730
    Net Change:
       2329    5337    4609
2401.5
    Homeworld builds Colonizer (Rock), adds nothing
    Colony Targets:
    Code:
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]%
    Rock Medium O2   Unpleasant [ 70,  63,  90]%
    Rock Medium CH4  Unpleasant [134,  30,   3]%
2401.6
    1st Base Yard builds Explorer Ship, queue empty
    3rd Colony established on target 4
    Colony Targets:
    Code:
    Rock Medium O2   Mild       [  1, 136, 146]%
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]%
    Rock Medium O2   Unpleasant [ 70,  63,  90]%
    Rock Tiny   H2   Unpleasant [ 62, 150,  17]%
2401.7
    Homeworld builds Colonizer (Rock), adds Colonizer (Rock)
    3rd Colony designated Mining Colony, adds Space Port
    1st Base Yard adds Colonizer (Rock)
    2nd Base Yard adds Colonizer (Rock)
    Scout Ship finds Red/Yellow Binary*
    Colony Targets:
    Code:
    Rock Medium O2   Mild       [  1, 136, 146]%
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]%
    Rock Large  CO2  Good       [ 76,  10, 114]% - ruins
    Rock Medium O2   Unpleasant [ 70,  63,  90]% - coloniser en route
    Rock Tiny   none Good       [ 38, 120,  73]%
    Rock Tiny   H2   Unpleasant [ 62, 150,  17]%

    Exploration Targets:
      2 Warp Points
      1 Red Star - under survey
      1 Red/Yellow Binary
      1 Yellow Star - under survey
    Resources:
    Code:
    Stockpile:
     100000  100000  100000
    Storage used:
     1.0000  1.0000  1.0000
    Construction:
    -  6580 -  5180 -  3230
    Net Change:
    -   948    3695    2693
2401.8
    3rd Colony adds Resupply Depot
    Resources:
    Code:
    Stockpile:
      99032  100000  100000
    Storage used:
     0.9903  1.0000  1.0000
    Construction:
    -  6600 -  2280 -  1730
    Net Change:
    -   870    6683    4243
2401.9
    2nd Base Yard builds Colonizer (Rock), adds nothing
    4th Colony established on target 5
    Research:
    Code:
    Cultural Studies     1%  726 turns
    Physics             40%   59 turns
    Armor               24%    31 turns
    Sensors             15%    1 turn
    Bombardment Weapons 20%    4 turns
2402.0
    Sensors 2 researched
    Homeworld builds Colonizer (Rock), adds Colonizer (Rock)
    4th Colony designated Research Compound, adds Space Yard
    Explorer Ship finds Yellow Star*
    Exploration Targets:
      1 Warp Point
      1 Red Star - under survey
      1 Red/Yellow Binary
      1 Yellow Star

    Resources:
    Code:
    Stockpile:
      99974  100000  100000
    Storage used:
     0.9997  1.0000  1.0000
    Construction:
    -  8580 -  4660 -  3730
    Net Change:
    -  3800    3753    1977
    Research:
    Code:
    Cultural Studies     1%  725 turns
    Physics             40%   58 turns
    Sensors             39%   19 turns
    Bombardment Weapons 20%    3 turns


* - This ship did not start to survey after warping through, but sits there with no orders and movement points left.
** - This ship started surveying immediately after warping through.

--

Summary:

The Recon Satellite was unnecessary: Both base yards have Basic Sensors.

Colonisers should move last - then 4th Colony (O2) would have been established before 3rd Colony (CH4).

When 4th Colony was designated, the Resupply Depot in 3rd Colony's queue should have been removed and added in 4th Colony - 3rd Colony only has 3 slots and one is already occupied by the Space Port it builds.
As a general rule, planets with less than five slots should not carry two or more maintenance buildings (incl. Space Yard) when more space is available in the same system. On the other hand, a construction which has already started, should probably be retained anyway (this does not apply to the example provided here: there was a Space Port queued before the Resupply Depot) to keep the rate of logistics expansion high - in a Dying Quadrant, this would be the bottleneck of exploration after all.

In this post, there have been two instances of explorers not surveying the system they had just discovered and wasting their remaining movement points vs. one instance of one spending his remaining movement points on survey immediately.
The "hack" worked in 1/3 of these cases and in 1/4 of all cases.

All in all, a pretty good bunch of turns, though. The number of explorers is a bit small.

... New game and again the Eee have always ~3x the log size of all other players.


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Sun Apr 21, 2013 4:40 pm    Post subject: Reply with quote

2402.1
    5th Colony established on target 1
    Explorer Ship idle on Warp Point between explored systems
    Colonies:
    Code:
    Rock Large  O2  Unpleasant  [123, 124, 124]% Homeworld
    Rock Huge   CO2 Mild        [ 15,  85,  43]% Research Compound
    Rock Small  CH4 Unpleasant  [103,   0, 131]% Research & Intel Compound
    Rock Medium CH4  Unpleasant [134,  30,   3]% Mining Colony
    Rock Medium O2   Unpleasant [ 70,  63,  90]% Research Compound
    Rock Medium O2   Mild       [  1, 136, 146]%

    Colony Targets:
    Code:
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]%
    Rock Large  CO2  Good       [ 76,  10, 114]% - ruins, coloniser en route
    Rock Tiny   none Good       [ 38, 120,  73]%
    Rock Tiny   H2   Unpleasant [ 62, 150,  17]%

    Exploration Targets:
      1 Warp Point - under survey
      1 Red Star - under survey
      1 Red/Yellow Binary
      1 Yellow Star

    Resources:
    Code:
    Stockpile:
      96154  100000  100000
    Storage used:
     0.9615  1.0000  1.0000
    Construction:
    -  8600 -  1780 -  1000
    Net Change:
    -  2968    7025    4923

    Research:
    Code:
    Cultural Studies     1%  724 turns
    Physics             40%   57 turns
    Sensors             39%   18 turns
    Bombardment Weapons 20%    2 turns

2402.2
    Ice Planet Colonization, Construction 2, Troops 2 retrieved from ruins
    Updated Ship designs: all
    Updated Unit designs: Missile Weapon Platform (S), Recon Satellite, Weapon Platform (S)
    New Ship designs: Population Transport
    3rd Colony builds Space Port, adds Mineral Miner
    5th Colony designated Refining Colony, adds Space Port
    6th Colony established on target 3
    Explorer Ship idle on Warp Point between explored systems
    Explorer Ship finds Yellow Star**
    Colony Targets:
    Code:
    Ice  Large  CH4  Unpleasant [ 29,  83,  37]%
    Ice  Medium none Mild       [126,  82,  25]%
    Ice  Small  none Unpleasant [124,  44,   0]%
    Ice  Tiny   O2   Unpleasant [ 29, 116, 104]%
    Ice  Large  CO2  Mild       [101, 107,  85]%
    Ice  Medium O2   Unpleasant [  1,  59,  31]%
    Ice  Large  none Mild       [ 41,  70, 140]%
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]%
    Ice  Small  CO2  Mild       [ 61, 131,  62]%
    Ice  Tiny   CH4  Unpleasant [ 51,  36, 127]%
    Ice  Large  H2   Mild       [138,  75, 117]%
    Ice  Large  H2   Unpleasant [115, 133, 106]%
    Ice  Huge   O2   Unpleasant [ 19, 131, 149]%
    Ice  Tiny   none Mild       [ 27,  53,  61]%
    Rock Tiny   none Good       [ 38, 120,  73]%
    Rock Tiny   H2   Unpleasant [ 62, 150,  17]%
    Ice  Huge   none Unpleasant [ 12, 143, 107]%
    Ice  Small  CH4  Unpleasant [  7,  44,   0]%

    Exploration Targets:
      1 Red Star - under survey
      1 Red/Yellow Binary
      2 Yellow Stars - 1 under survey

    Resources:
    Code:
    Stockpile:
      93186  100000  100000
    Storage used:
     0.9319  1.0000  1.0000
    Construction:
    -  7880 -  1000 -   500
    Net Change:
    -  1996    8104    5589

    Research:
    Code:
    Cultural Studies     1%  723 turns
    Physics             40%   56 turns
    Sensors             39%   17 turns
    Bombardment Weapons  2%    1 turns
    Warheads            18%   14 turns
2402.3
    Bombardment Weapons 1 researched
    Updated Unit designs: Light Troop, Troop
    New Ship designs: Colonizer (Ice)
    Homeworld builds Colonizer (Rock), queue empty
    4th Colony adds Research Center
    6th Colony designated Research & Intel Compound, adds Intelligence Center
    Colony Targets:
    Code:
    Ice  Large  CH4  Unpleasant [ 29,  83,  37]%
    Ice  Medium none Mild       [126,  82,  25]%
    Ice  Small  none Unpleasant [124,  44,   0]%
    Ice  Tiny   O2   Unpleasant [ 29, 116, 104]%
    Ice  Large  CO2  Mild       [101, 107,  85]%
    Ice  Medium O2   Unpleasant [  1,  59,  31]%
    Ice  Large  none Mild       [ 41,  70, 140]%
    Ice  Tiny   O2   Good       [145,  41,  83]%
    Rock Small  CH4  Good       [ 53,   3, 130]%
    Rock Small  none Optimal    [147,  28, 148]% - coloniser en route
    Ice  Small  CO2  Mild       [ 61, 131,  62]%
    Ice  Tiny   CH4  Unpleasant [ 51,  36, 127]%
    Ice  Large  H2   Mild       [138,  75, 117]%
    Ice  Large  H2   Unpleasant [115, 133, 106]%
    Ice  Huge   O2   Unpleasant [ 19, 131, 149]%
    Ice  Tiny   none Mild       [ 27,  53,  61]%
    Rock Tiny   none Good       [ 38, 120,  73]%
    Rock Tiny   H2   Unpleasant [ 62, 150,  17]%
    Ice  Huge   none Unpleasant [ 12, 143, 107]%
    Ice  Small  CH4  Unpleasant [  7,  44,   0]%

    Resources:
    Code:
    Stockpile:
      91170  100000  100000
    Storage used:
     0.9117  1.0000  1.0000
    Construction:
    -  8660 -   250 -   250
    Net Change:
    -  3628    8383    5623

    Research:
    Code:
    Cultural Studies     1%  722 turns
    Physics             40%   55 turns
    Sensors             39%   16 turns
    Warheads            20%   12 turns
2402.4
    5th Colony adds Radioactives Extration
    6th Colony adds Research Center
    7th Colony established on target 10
    1st Base Yard builds Colonizer (Rock), queue empty
    Explorer Ship idle on 2nd Colony (no RD, no SY, supply full)
    Resources:
    Code:
    Stockpile:
      87522  100000  100000
    Storage used:
     0.8752  1.0000  1.0000
    Construction:
    -  7860 -   500 -  1500
    Net Change:
    -  2828    8087    4373
2402.5
    3rd Colony builds Resupply Depot, adds nothing - queue will fill facility slots
    4th Colony builds Space Yard, adds Research Center
    5th Colony builds Space Port, adds nothing
    6th Colony builds Intelligence Center, adds Intelligence Center
    7th Colony designated Mining Colony, queue empty
    8th Colony established on target 9
    Explorer Ship idle on 3rd Colony (no SY, supply full)
2402.6
    3rd Colony builds Mineral Miner, queue empty
    4th Colony builds Research Center, adds Research Center
    5th Colony builds Radioactives Extraction, adds Resupply Depot
    6th Colony builds Research Center, adds Research Center
    8th Colony designated Resupply Base, adds Resupply Depot
    2nd Base Yard builds Colonizer (Rock), adds Colonizer (Ice)
    Colony Targets:
    Code:
    Ice  Large  CH4  Unpleasant [ 29,  83,  37]%
    Ice  Medium none Mild       [126,  82,  25]%
    Ice  Small  none Unpleasant [124,  44,   0]%
    Ice  Tiny   O2   Unpleasant [ 29, 116, 104]%
    Ice  Large  CO2  Mild       [101, 107,  85]%
    Ice  Medium O2   Unpleasant [  1,  59,  31]%
    Ice  Large  none Mild       [ 41,  70, 140]%
    Ice  Tiny   O2   Good       [145,  41,  83]%
    Rock Medium CH4  Unpleasant [ 18,  28,  46]%
    Ice  Small  CO2  Mild       [ 61, 131,  62]%
    Ice  Tiny   CH4  Unpleasant [ 51,  36, 127]%
    Ice  Large  H2   Mild       [138,  75, 117]%
    Ice  Large  H2   Unpleasant [115, 133, 106]%
    Ice  Huge   O2   Unpleasant [ 19, 131, 149]%
    Ice  Tiny   none Mild       [ 27,  53,  61]%
    Rock Tiny   none Good       [ 38, 120,  73]%
    Rock Tiny   H2   Unpleasant [ 62, 150,  17]% - coloniser en route
    Ice  Huge   none Unpleasant [ 12, 143, 107]%
    Ice  Small  CH4  Unpleasant [  7,  44,   0]%

    Resources:
    Code:
    Stockpile:
      81528  100000  100000
    Storage used:
     0.8153  1.0000  1.0000
    Construction:
    -  7880 -  3500 -  3500
    Net Change:
    -  3420    4726    4826
2402.7
    4th Colony builds Research Center, adds Research Center
    6th Colony builds Intelligence Center, adds nothing - queue will fill facility slots
    8th Colony adds Space Yard
    9th Colony established on target 17
    Colony Targets:
    Code:
    Ice  Large  CH4  Unpleasant [ 29,  83,  37]%
    Ice  Medium none Mild       [126,  82,  25]%
    Ice  Small  none Unpleasant [124,  44,   0]%
    Ice  Tiny   O2   Unpleasant [ 29, 116, 104]%
    Ice  Large  CO2  Mild       [101, 107,  85]%
    Ice  Medium O2   Unpleasant [  1,  59,  31]%
    Ice  Large  none Mild       [ 41,  70, 140]%
    Ice  Tiny   O2   Good       [145,  41,  83]%
    Rock Medium CH4  Unpleasant [ 18,  28,  46]%
    Ice  Huge   none Mild       [ 67,  76,  62]%
    Ice  Small  CO2  Mild       [ 61, 131,  62]%
    Ice  Tiny   CH4  Unpleasant [ 51,  36, 127]%
    Ice  Large  H2   Mild       [138,  75, 117]%
    Ice  Large  H2   Unpleasant [115, 133, 106]%
    Ice  Huge   O2   Unpleasant [ 19, 131, 149]%
    Ice  Tiny   none Mild       [ 27,  53,  61]%
    Rock Tiny   none Good       [ 38, 120,  73]%
    Ice  Huge   none Unpleasant [ 12, 143, 107]%
    Ice  Small  CH4  Unpleasant [  7,  44,   0]%

    Exploration Targets:
      1 Warp Point - under survey
      1 Red/Yellow Binary - under survey
      2 Yellow Stars - 1 under survey

    Resources:
    Code:
    Stockpile:
      78108  100000  100000
    Storage used:
     0.7811  1.0000  1.0000
    Construction:
    -  6640 -  1250 -   985
    Net Change:
    -  1628    7313    7507
2402.8
    4th Colony builds 2x Research Center, adds Research Center
    5th Colony adds Space Yard
    6th Colony builds Research Center, queue empty
    9th Colony designated Farming Colony, adds Organics Farm
    Colony Targets:
    Code:
    Ice  Large  CH4  Unpleasant [ 29,  83,  37]%
    Ice  Medium none Mild       [126,  82,  25]%
    Ice  Small  none Unpleasant [124,  44,   0]%
    Ice  Tiny   O2   Unpleasant [ 29, 116, 104]%
    Ice  Large  CO2  Mild       [101, 107,  85]%
    Ice  Medium O2   Unpleasant [  1,  59,  31]%
    Ice  Large  none Mild       [ 41,  70, 140]%
    Rock Huge   H2   Good       [128,  14,  10]%
    Ice  Tiny   O2   Good       [145,  41,  83]%
    Rock Medium CH4  Unpleasant [ 18,  28,  46]%
    Ice  Huge   none Mild       [ 67,  76,  62]%
    Ice  Small  CO2  Mild       [ 61, 131,  62]%
    Ice  Tiny   CH4  Unpleasant [ 51,  36, 127]%
    Ice  Large  H2   Mild       [138,  75, 117]%
    Ice  Large  H2   Unpleasant [115, 133, 106]%
    Ice  Huge   O2   Unpleasant [ 19, 131, 149]%
    Ice  Tiny   none Mild       [ 27,  53,  61]%
    Rock Tiny   none Good       [ 38, 120,  73]%
    Ice  Huge   none Unpleasant [ 12, 143, 107]%
    Ice  Small  CH4  Unpleasant [  7,  44,   0]%

    Resources:
    Code:
    Stockpile:
      76480  100000  100000
    Storage used:
     0.7648  1.0000  1.0000
    Construction:
    -  7340 -  1750 -  2250
    Net Change:
    -  2778    6697    6167
2402.9
    4th Colony builds Research Center, adds Research Center
    5th Colony builds Resupply Depot, adds Radioactives Extraction
    Colony Targets:
    Code:
    Ice  Large  CH4  Unpleasant [ 29,  83,  37]%
    Ice  Medium none Mild       [126,  82,  25]%
    Ice  Small  none Unpleasant [124,  44,   0]%
    Ice  Tiny   O2   Unpleasant [ 29, 116, 104]%
    Ice  Large  CO2  Mild       [101, 107,  85]%
    Ice  Medium O2   Unpleasant [  1,  59,  31]%
    Ice  Large  none Mild       [ 41,  70, 140]%
    Rock Large  O2   Good       [150,  67, 147]%
    Rock Huge   H2   Good       [128,  14,  10]%
    Ice  Tiny   O2   Good       [145,  41,  83]%
    Rock Medium CH4  Unpleasant [ 18,  28,  46]%
    Ice  Huge   none Mild       [ 67,  76,  62]%
    Ice  Small  CO2  Mild       [ 61, 131,  62]%
    Ice  Tiny   CH4  Unpleasant [ 51,  36, 127]%
    Ice  Large  H2   Mild       [138,  75, 117]%
    Ice  Large  H2   Unpleasant [115, 133, 106]%
    Ice  Huge   O2   Unpleasant [ 19, 131, 149]%
    Ice  Tiny   none Mild       [ 27,  53,  61]%
    Rock Tiny   none Good       [ 38, 120,  73]%
    Ice  Huge   none Unpleasant [ 12, 143, 107]%
    Ice  Small  CH4  Unpleasant [  7,  44,   0]%

    Resources:
    Code:
    Stockpile:
      73682  100000  100000
    Storage used:
     0.7368  1.0000  1.0000
    Construction:
    -  6060 -   730 -  1650
    Net Change:
    -  2148    7550    6672
2403.0
    4th Colony builds Research Center, adds Research Center
    7th Colony adds Mineral Miner
    8th Colony builds Resupply Depot, adds nothing - queue will fill facility slots
    9th Colony builds Organics Farm, queue empty
    Resources:
    Code:
    Stockpile:
      71534  100000  100000
    Storage used:
     0.7153  1.0000  1.0000
    Construction:
    -  7360 -   250 -  1350
    Net Change:
    -  4248    9913    6847


** - This ship started surveying immediately after warping through.

--

Summary:

And it started so nice... Watch these turns! Every mistake the AI ever does may be in here.
- May write up something more detailed later, right now too frustrated from having to watch this fiasco.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Apr 22, 2013 1:18 pm    Post subject: Reply with quote

Send the debug logs and I'll take a closer look.

Space Empires Depot | SE:V Balance Mod


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Apr 23, 2013 12:44 am    Post subject: Reply with quote

So I took a look at the logs you sent and it turns out it was a fairly simple issue (and some bad luck) at work.

It the last ten turns or so, the AI's mineral state was adequate. So it wasn't bad enough to trigger radical changes but because the working deficit just happened to be close to the 5% of stored resources mark (the amount to use from storage during adequate resource times) it was only spending the minimum budget per turn (basically allows 1 or 2 facilities per turn, no ships/units).

The construction scheme is sequential (in order of object id) for facilities and it just so happened the recently declared mining colony was last. So since it was not a low minerals situation which would suspend non-mineral facility construction, it was running out of budget before it would get to the mineral facility. So that was the bad luck part. Though it at turn 30 it was going to start turning around quickly.

Anyway this cascaded into empty queues when you'd want to see a push after the fortuitous acquisition of ice colonization via ruins.

After doing a few calculations I will raise the percentage amount to borrow from storage (and perhaps cross reference with AI state). This is not a common occurrence I've seen previously mostly because my test setup usually has low AI bonus which makes what happened very unlikely.

I added some more restrictions for Resupply Depots in the script you are using but didn't count queued ones (in the colony type selection)!

---

The explorers are receiving the stacked order (warp>survey) in all cases. Other than the bug which cuts out the survey order (although this shouldn't be the case anymore in standard BM with the reduced star sizes) - I can't see what else would be responsible.

The explorers were occasionally idle since there were no new warp points available to travel through. Only 1 explorer is set to survey location. In later games, idle explorers etc. would be set to patrol but no patrol systems exist yet in this game.

The new explorer design is in progress - it will get more supply storage. Basically for most races, scouts (armed) will replace explorers once the AI has met other races.

---

Note that the AI when working for a human player won't substitute resource facilities (ie mineral mine on research colony) although it would as an AI player. Human players complained of this behaviour in the past so I restricted it.

---

Also some of the specialty colony types (Resupply Depot) popped up unexpectedly because there was a bug (an extra not!) that was prevented the AI from using the Intelligence Compound designation. This must have existed for the last 4 or 5 versions and no one noticed!

---

Overall I was mostly happen with the designations so far and what would have been the build sequence for vehicles had the resource issue not popped up. Razz


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