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Re: BattleSim with arbitrary tech Mon, 06 March 2006 06:22 Go to previous messageGo to previous message
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Kotk wrote on Mon, 06 March 2006 10:43

Quote:

How does the proposed AI recognise an "old" design that you don't want anymore? How do you prevent it from removing intentionally "old tech" ships you're building?

AI needs not evaluate designs and consider their goodness instead it does MM.
I imagine a "design management wizard" where there are 16 designs as list. Each has orders on side.
Scenario "scrap":
1) user selects a design, choose "scrap" from listbox and presses "manage".
2) AI splits ships out from fleets, renames all these split fleets "AI Scraps it #x", tries to get them to closest orbital, if there are multiple chooses one with least minerals and sets WP order to scrap.
3) Player gets "Done!" messagebox and list of warnings if some such ships have cargo or have more than 2-3 years travel to closest orbitals.
Scenario "stop building":
1) user selects a design, choose "stop building" from listbox and presses "manage".
2) AI removes all such ships from queues only partially built ones are left.
3) User gets "Done!" messagebox and list of warnings where some such ships are partially built.
And so on? Rolling Eyes


I wouldn't have expressed the concept better myself. Very Happy

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- Mineral/pop balancing.

Yes its good task for AI. I have observed that complete lack of pop or mineral management loses game but perfect does not give so major edge.
1) User marks "breeders" from planet list,
2) User Choose "breeder cap" (25%,33%,50%... something else),
3) User Choose algorithm how to decide where to carry pop like (best_germ_first, least_resource_first, worst_hab_first).
4) User marks "AI pop management" fleets from fleet list
5) done.
AI does what it does ... it is always better than nothing. Once AI result is not lot worse than manual management then big part of MM is gone from game.


Actually, my current scripts do find the "breeders" by themselves, based on pop growth. They also allow for a "shared" definition of said "breeder cap", i.e: the script suggests and the player vetoes (or not). Very Happy

Indeed, having the player set up a list of "breeders" and a list of "needers" would make things simpler for the AI. Wink

My algorithm for pop balancing doesn't yet include potential minerals, just expected pop growth. Should be possible to enhance it, of course. Smile


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Routing newly-built fleets...

User wants to have 100 new "Woosh Fluffers" 50 new "Marmon Creeners" and 70 new "Bleed Surkers" at "Stinky Socks" in 4 turns. AI does it or replies "impossible". Wink


Yesyesyesyes. It would allow you to change plans until you get a "possible". Cool


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Upgrading starbases

Heh such little something may be left to user too. Smile


The actual upgrade *design*, yes, of course. The actual task of adding it to 100+ planetary Qs is a work for the AI.

As would be warning you that so-and-so hapless colony still has delta-torps instead of the latest armageddons, or an undersized gate instead of your newest any/any. Wink


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calculating packets

Maybe just a calculator how many pop and defenses it likely kills?


My aim would be to ascertain if packeting is desirable at all. And if so, how best carry it on.

Also, it could be possible to position "defensive" freighters in advance! Wink


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buiding minelayers at the borders...

I vote against any aid to SD! Very Happy Whoever wants to be that painful opponent deserves to be last to submit and have no personal life. Laughing


Heh. It would be even better to *help* SD and PP becoming more popular, while also giving their rivals the adequate tools to fight them. Cool
...




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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