Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: bvanevery on March 25, 2019, 02:13:40 AM

Title: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 02:13:40 AM
March Thinker mod development version
March Thinker mod development version

Induktio released a new development version of Thinker mod in March.  I have been testing it in combination with my own SMACX AI Growth mod.  His AI abuses Condensers, Supply Crawlers, and Boreholes to the hilt.  I've been working on various cost increases and technology delays to curb this abuse in the game.  I think I can only curb it, not end it.  I believe he's on a development trajectory where he adds new and better AI capabilities, but never removes the buffs that were given to the "fairly stupid" stock AI.   I view that as a big problem and hope he changes his mind someday.

One can reasonably ask, why am I doing all these tests?  Is it to hurl rocks at Thinker mod?  No, it's to improve my own SMACX AI Growth mod.  That's the short version.  I've commented at greater length in previous attempts.

Things I am testing this time:

In short, this is a fairly serious retooling of the Build portion of the tree.  Minerals won't become plentiful until late midgame at least.

In attempt #11, I got a seriously bad start.  No room to expand, totally 8-balled behind 2 factions.  Same in attempt #12.  I've wondered if the faction_placement=0 behavior is bugged.  I've given the code a cursory inspection but have not tried to run a debugger on it.  That's probably higher than my pay grade.

In both #11 and #12, I also observed that the Pirates did not move their sea colony pods.  In #11 they were eventually killed by an earthquake set off on shore by another faction.  I ran a fair number of test games trying to duplicate this bug but was unable to.  I keep my eye peeled for it in the future.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 03:32:22 AM
Huge map, 30%..50% land mass with my large continents and large oceans, average settings.  Transcend difficulty, default Thinker mod cost_factor.  Thinker mod's faction placement algorithm disabled by setting faction_placement=0, as it has been unfair in every test game I've played.  Now in the last 2 games it was grossly unfair anyways, which has made me wonder if it's really turned off now.

The Pirates, the Hive, and the Believers shall be in the game and played by AI factions.  I want to test their performance with my faction changes, and I'm on the lookout for the "Pirates not moving" bug.  They shall be the 4th, 6th, and 7th factions respectively.  I suspect the bug could be dependent on faction order when the Cult, Caretakers, or Usurpers show up, so I want to leave room in the faction order for that to happen.  The remaining factions shall be random.

Cult, Aliens, and Pirates
Cult, Aliens, and Pirates

I get the Cult of Planet again.  The Caretakers and Usurpers are also in, so if the Pirate bug depends on the "starting position distorting" factions, this is a full house.  The University rounds out the lineup.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 03:59:14 AM
the breeding Yang
the breeding Yang

MY 2133.  I gain the commlink frequency of the Hive from a supply pod.  We sign a Treaty.

no miracle spread
no miracle spread

MY 2134.  We trade techs and sign a Pact.  We are far apart.  Their spread rate is unimpressive.

can't command zero troops
can't command zero troops

Both Hive bases have wasted their time building Command Centers, a really stupid move at the very beginning of the game.  Even if at war, one will do.  The Hive capitol has depleted itself of minerals.  The other base has enough.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 04:32:14 AM
MY 2145.  Yang gains the comm frequency of the Pirates.  I sign a Treaty with them.

radical earthquake
radical earthquake

MY 2150.  I set off an earthquake that radically reconfigures my island.  I'm now part of a major continent, and have lost the easy north-south water passage I once had.  Previously I did not have much room and was making Recreation Commons due to lack of room.  Now I have room!

Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 04:55:58 AM
I believe you're up north
I believe you're up north

MY 2159.  Up north I meet the Believers.  We sign a Treaty.  I've also gone Green.  I killed my 1st Isle with my own Isle this turn, causing it to grow bigger.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 05:32:36 AM
sneaky Pirates
sneaky Pirates

MY 2160.  I finally notice the Pirates are west of me.

Pirate spreading
Pirate spreading

MY 2170.  The Pirates trade maps and sell me the comm frequency of the University.  They definitely don't seem to have any spreading problem this game.

University spreading
University spreading

I sign a Pact with the University.  I buy a number of techs.

Believer spreading
Believer spreading

I seek to sell the Believers a comm frequency.  Out of the blue they ask for a Pact.  I take it.  Yet they won't trade techs.  Their spread is not very good compared to a previous game I played against them.  Strange to see that +1 SUPPORT doesn't help all that much.

MY 2174.  The Hive blows off our Pact.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 05:51:48 AM
your face is ass
your face is ass

MY 2177.  I meet the Caretakers.  They suck.

boat face
boat face

MY 2180.  I meet the Usurpers.  They don't suck.  We sign a Treaty.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 02:05:12 PM
MY 2184.  Somehow last night I forgot that I learned Doctrine: Loyalty, which makes Fundamentalist available.  In my mod, one of my major faction powers is my RESEARCH never goes below zero.  So I switch.

ass face is better than boat face
ass face is better than boat face

Looks like the Usurpers are getting stomped.  They seem to be sharing an east-west supercontinent and I suppose the Caretakers got the better spread.  Or perhaps captured mindworms and made good use of them.  Or explored better with mindworms, getting more money.  In the north I'm totally cleaning up with my own mindworms, as I am also on a different supercontinent.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 03:04:03 PM
lucky Usurpers
lucky Usurpers

MY 2195.  5 more turns and the Usurpers would have been gone for good!  I wonder where they will pop up next?  The map certainly has a lot of room.  I'm having a very easy time, just exploring indefinitely.  I'm building lots of Formers to try to get a rail together in my large empire.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 03:11:49 PM
far flung Nexus
far flung Nexus

MY 2197.  I have discovered the Manifold Nexus.  It is unclaimed.  Currently I can get to it by water.  If the Pirate canal closes up, I could still do it by land.  I begin making a Colony Pod.  I have more than enough Isles to get to site.

Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 03:54:48 PM
transplanted Usurpers
transplanted Usurpers

MY 2205.  I found the new Usurper homeland.  Unfortunately for them, all the supply pods are going to be gone.  It will be a long time before they bother anybody again.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 04:15:44 PM
longest boat ride ever
longest boat ride ever

MY 2208.  It sure was a pain sailing my Foil probe team all the way around my continent, then all the way around theirs, just to get to the 1 sea base at the extreme of the Caretaker homeland.  Sending probe teams overland would have been way easier.  But, I made the Foil probe teams back when I thought I needed them, and here they are at last.  1 just got killed by a random Isle this very turn.  That's like sailing from London around Cape Horn headed for San Francisco only to get sunk outside San Diego.

And of course, that Foil probe team died.  I stole Intellectual Integrity which makes the Ascetic Virtues available.  I rush it for 600 cash and 3 Artifacts.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 05:11:59 PM
MY 2209.  Yang tires of my Fundamentalist ways and declares war on me.  I'm hardly troubled.

I contact the Pirates to see if they want to make a Pact about it.  We have the same enemies and he offered one earlier, but at a time when it would have hurt my Integrity rating.  He's not into it now.  He does trade Optical Computers for my Intellectual Integrity though, which is a mistake as the Planetary Datalinks is not finished yet.  Granted he's not working on it, he's busy with the Weather Paradigm and the Planetary Transit System.  Zhakarov is working on it and needs 13 turns to complete.  He's also working on the Weather Paradigm and needs 10 turns for that.  I begin work on the Planetary Datalinks, but my rail is not quite complete and I can't bring the needed Artifacts to site this turn.

a few Secret Projects
a few Secret Projects

MY 2212.  I complete the Planetary Datalinks.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 05:20:11 PM
the Manifold is mine
the Manifold is mine

MY 2213.  I claim the Manifold Nexus, boosting me to a whopping +5 PLANET!
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 08:45:58 PM
MY 2115.  I steal Centauri Mediation from the Caretakers.  I switch production to the Xenoempathy Dome.

MY 2219.  The University completes the Weather Paradigm, giving them access to Condensers and Boreholes.  I rush the Xenoempathy Dome.

the Builders
the Builders

MY 2221.  The Caretakers complete the Citizens' Defense Force, blocking my 2 copies of it.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 25, 2019, 09:34:25 PM
MY 2222.  I acquire Doctrine: Initiative from the Planetary Datalinks.  I switch to the Maritime Control Center.

MY 2223.  The Believers blow off our Pact.

MY 2225.  I rush the Maritime Control Center.

MY 2226.  I sign Pacts with the Pirates, the Believers, and the Usurpers.  I'm already allied with the University.  If we killed the Caretakers and the Hive, I would win!  However I'm nowhere near being able to do either.  They're simply too far away.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 26, 2019, 12:42:36 AM
MY 2233.  I ask Zhakarov to trade tech.  He gives me Bioadaptive Resonance, which in my mod gives the Neural Amplifier.  It hasn't been built yet and that's a mistake.  He's working on the Virtual World.  I switch one of my projects to the Neural Amplifier and rush it with cash.  Zhakarov's generosity is odd because he only had 2 more techs than myself.  Now just 1.

like an escaping gas
like an escaping gas

MY 2239.  I have finished terraforming my empire.  Granted, I suppose I could Drill to Aquifer or Construct Echelon Mirror, but there's nothing important for me to do.  I'm starting to build an invasion rail towards the Hive.  I've also popped almost every single pod on the map.  Most of my mindworms have come home and are being used as police.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 26, 2019, 03:47:05 AM
MY 2240.  I learn C3 Planetary Networks, which in my mod gives the Command Nexus.  I switch my last old project and rush it.  We are in sunspots.

University idiocy
University idiocy

MY 2252.  Sunspots have ended.  I trade tech with Zhakarov.  He lets D6 Digital Sentience go for C4 Organic Superlubricant, which merely gives Hovertank and 2 unit abilities.  The Network Backbone isn't built yet so I begin it in my capitol.  I also start a lot of copies in other cities.



Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 26, 2019, 05:11:09 AM
MY 2257.  I rush the Hunter-Seeker Algorithm, using the last of my Artifacts.

study cult
study cult

MY 2261.  Hoping to make my research go faster, I switch to Police State Green Cybernetic.  I have to adjust my budget to keep people happy.  I'm cranking out Police Scout units to get things under control.
Title: Re: Thinker mod attempt 13
Post by: bvanevery on March 26, 2019, 06:02:04 AM
the standings
the standings

MY 2263.  Well, it's 1:30 AM and I'm done.  Don't care about the game anymore.  I don't think it's specific to Thinker mod.  There's just a vastness of effort.  Building all these cities along my rail line... in terms of effort, maybe it was a mistake.  I've recently acquired Advanced Ecological Engineering, but I find myself plodding along with my old fleet of Formers.  I think I've spent way too much time twiddling squares, which doesn't really have any payoff because I've never grown.  Also too much time shuffling garrisons.  This isn't the first game I've spent way too much time doing that and gotten totally sick of it.

My position is fine.  The graph says other factions are better than mine, but they're not that much better.  The technology gap isn't that large.  I find myself floundering about my Values.  Changing to Wealth or Power will piss someone off and break my big alliance.  I imagined I might use the alliance to score a conquest victory, but part of me says it's unrealistic to expect it to hold up long enough for that.  I think that's another reason why I find myself quitting.  I just don't relish having to take out all those Hive cities and Caretaker cities.  And then to find out, it's not even enough?

I think my substantial delay of Builder techs has worked, insofar as it allows me to get this far in the game, without feeling like I've been clobbered.  Maybe if I had the stamina to keep playing I'd eventually get clobbered, or maybe I wouldn't.  I really don't know, and at this point I've played enough Thinker test games that I don't find myself concerned about it.

I'm surprised that giving the Believers +1 SUPPORT really didn't improve their play.
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