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Re: BattleSim with arbitrary tech Sun, 05 March 2006 04:40 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Registered: October 2004
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wumpus wrote on Sat, 04 March 2006 22:54

m.a@stars wrote on Thu, 02 March 2006 10:11

As a spinoff of the effort, I'd bet some "automation" scripts can be evolved too, to help ppl skirt heavy MM which puts them off the game. Cool


IE a player-assisting AI. This is actually a long way from trivial. Even something as "simple" as automating scouting gets pretty hairy pretty fast - there's a lot of the element of judgement in working out whether you want to send the scouts outwards from your homeworld fast, or cover everything, or when it makes sense to build more scouts, or what areas are important to scout now (which gets confused by diplomatic issues), etc etc etc.


Um, no. Scouting is actually fun, not just drudgery. Wink Even so, some automation is possible (i.e: checking that your proposed routes cover all possible planets within a 250 ly radius, or sending fresh scouts to planets too long ago explored)

Main automatable/boring tasks:

- Filling all your planetary Qs with your latest designs and/or removing old ones.

- Mineral/pop balancing.

- Ensuring all your fleets get to their assigned destination at the correct speed and/or time. Routing newly-built fleets... Targeting all those 200 pesky skirmishers near your HW...

- Upgrading starbases, calculating packets, buiding minelayers at the borders...


[Updated on: Tue, 07 March 2006 04:13]




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