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Lwmweb Space Emperor

Joined: May 24, 2007
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Posted: Sat Oct 27, 2007 4:47 am Post subject: AI Lack of colonization |
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For some reason the AI is not doing any colonization. I have started 4 games since 1.10 and in all 4 the AI just builds satellites and starbases.
I have confirmed that I am loading computer controlled AI. I even on the last game included Neutral empires. 25 turns and no colonies.
Why?
Thanks
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Lwmweb Space Emperor

Joined: May 24, 2007
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Posted: Sat Oct 27, 2007 6:05 pm Post subject: AI |
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They are game generated:
Amon'krie
Eee
Drushocka
Abbidon
I sent 10 scout ships out to explore entire map. Then sent scout ships just outside the AI home systems. After 25 moves I took a new look and all anyone of them had done was build satellites or starbases.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Lwmweb Space Emperor

Joined: May 24, 2007
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Posted: Sat Oct 27, 2007 7:23 pm Post subject: |
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They appear to be 10/13/07. I previously looked at the SEV files
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lasorjolt Space Emperor

Joined: Oct 27, 2007
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Posted: Sat Oct 27, 2007 8:37 pm Post subject: Full Tech |
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Does this by any chance happen during a full tech game? I remember a couple days ago playing a full tech game and the AI did nothing but build starbases and some fighters. I just played a normal tech game after that, so I'm not sure if it was repeatable.
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Lwmweb Space Emperor

Joined: May 24, 2007
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Posted: Sat Oct 27, 2007 9:02 pm Post subject: |
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Yes
Full tech games.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sun Oct 28, 2007 12:49 am Post subject: |
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Ok - I found out what is happening...
The problem was that I had Crew Quarters set to a max level of 3, when it should be 6. Some AI ships like Colonizers and Freighters never use Master Computers - so what happened was that the script told them that a level 6 crew quarters provides this many crew for design purposes when it fact it didn't because only level 3 crew quarters were available! So the designs were not being made and hence no new colonies. Since the colonizers are wanted in higher demand than any other ship at the game's start, there was no building of other ships.
Long story short, go into components.txt and set the maximum level for Crew Quarters to 6 and it will be just fine. 
Space Empires Depot | SE:V Balance Mod
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Lwmweb Space Emperor

Joined: May 24, 2007
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Posted: Sun Oct 28, 2007 1:23 am Post subject: |
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Thanks I will give it a try.
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tilarium Space Emperor

Joined: Apr 20, 2007
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Posted: Sun Oct 28, 2007 5:01 pm Post subject: |
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I'm having a like problem. I've started about 8 differant games and still getting some of the races not doing anything but sit there on the homeworld. I'm using custom races that I've been loading and setting to AI control. There's 15 total but only afew are doing this and it's random each game. I'm not using full tech and I've made the change to crew quarters. I'm totally lost on this one.
Kyle
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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tilarium Space Emperor

Joined: Apr 20, 2007
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Posted: Sun Oct 28, 2007 5:40 pm Post subject: |
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I did set them up. Alittle more reading of other posts revealed that it's the defensive AI problem others have reported. The reason it looked random to me is because they were loaded in differant spots each time.
Kyle
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sun Oct 28, 2007 6:01 pm Post subject: |
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Ok.
I'll have v1.11 posted in a few hours. It's completely save game compatible with v1.10 and has the fix for the defensive minister style.
Space Empires Depot | SE:V Balance Mod
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