"#12 by Citizen KseAli - 6/14/2003 8:46:19 PM " "I lost interest, because I found only two main strategies to win any particular game - 1. "fast" agressive and 2 "slow" diplomatic." Yep, that's pretty expected, because if you're not diplomatic enough to survive, you've to be powerful and given AI bonuses the only way to be powerful is to be aggressive. Besides, GalCiv doesn't provide much variety in aggressiveness. Without AI having bonuses the game would be sort of won from t
alexti
#2 by Veteran Staffa - 6/14/2003 6:50:20 PM : "Time is not a factor in your score, at all. High score results from high population and tecnology." I've had get nearly to the final frontier. I think I was researching Beyond Human when I won. Actually I thought I would have to take tech win, but my culture aggression worked out faster than I expected. It was large abundant and I had virtualy all habitable planet plus few 12-14 stretched to 15 in strategical places. There was
Browsing through the first page of Metaverse I've noticed many amazing results like Tough Medium 13K, Cripple Large 15K, Simple Large 12K. How do they do that? I thought I was doing well dominating the large galaxy against all incredible by mid nineties. I tried cultural win in 2197 - 10K. Submit? No, thanks. I've spent 2 more years in final war conquering everybody. Finished in 2199 with 14K. Ouch! Is it that on simler difficulty one can finish well before 2190 and get a big bonus for that or a
Weighted sum is total of k(i)*x(i), i=1,N, where k(i) are constants. Current metaverse score is not described by it even without decay. You would need to make k dependent on N. Without decay k(i) would be power(N,-0.5). Depends on N, but not i. With decay it becomes k(j(i)) = a(j(i))*power(N,-0.5), where j(i) constant for any i played on the same version and a(j(i)) are decay coefficients. I have no clue how this contruct might be called. Maybe Brad is the first one who came up with suc
#32 by Veteran Staffa - 6/11/2003 9:22:18 AM : "An interesting suggestion alexti, but you still run into the problem of allowing people to achieve the perfect set of games" Usually the more you play the better you do it, so in most cases one will be able to improve their older scores. It's especially true for newer and less experienced player, while top players may find it harder and harder to do improvements. My own suggestion has another flaw though. As updates to G
"To Frogboy" I am sure that you've started this thread to request save games and not to receive instructions on how to create a scoring system, but you should have known better what will happen to your thread:) So I feel obliged to jump in with my suggestions too:) How about displaying the month/year of victory on the metaverse?
The simplest is to accumulate only across different settings. Two maso/gigantic counts the same as highest of them, but maso/tiny adds the score to maso/gigantic. This way one can not inflate the score by repeating the same things again and again, but can increase it by proving his skills in other settings. Tiny and gigantic play very differently. Basically I suggest the overall score = total of max score for each map size (maybe planet rarity should be taken into account too).
#27 by Veteran Staffa - 6/10/2003 11:26:50 PM "AI cant win by tech yet, thats planned for the expansion" And I hope that then Stardock will rescore the previously submitted games to loss if AI researched Final Frontier before. (Evil grin).
#28 by Veteran Staffa - 6/10/2003 9:37:56 AM : "Ctrl-N I have suggested before, and still strongly believe that making Earth a STATIC pq, ie always 20( plus any racial bonuses) would eliminate most of the ctrl-N abuse, and really, it has such a powerful effect on your early economy, which has such a powerful effect on your game" On medium+ maps PQ of Earth matters very little comparing to proximity of other good planets. On tiny/small PQ of Earth isn't that
by Citizen Sergey Pakhomov - 6/10/2003 3:43:40 PM : "Let me explain why I not finished in 2210 as was promised. I play quite unusual strategy - pure diplomatic. I never being in war, slowly building cultural SB and planets join to my empire. Why slowly, because of if I try build SB in sector with planet owned by Majot, this major starting demand those base." Hmm... It looks diplomatic strategies can be quite different. I'm in 2192 in my maso large diplomatic game and it looks t
#20 by Veteran RayChua - 6/10/2003 10:16:37 PM "I think I'm the winner of the worst maso win ever 268 pts (1.035)." Regretfully, I have to disappoint you. My worst maso win has scored 156 (Also 1.035). Besides, I have half a dozen maso wins scoring in 150-200 range. And the real jewel in my collection is maso win on small for total of 139 points. All these scores come from fast military, cultural or alliance wins.
To Staffa: I agree with the difficulty part (not sure about the numbers, but right numbers can be found). Good point about AI alignment. My major disagreement is ignoring the start position. It is a significant part of difficulty settings. With your formula, playing for metaverse would mean Ctrl-N until nice start. It doesn't consume much time and greatly improves the score. Also your formula encourages gambling, but it's lesser problem. How do you plan to calculate overall score? I'd t
#23 by Veteran Code Monkey - 6/9/2003 8:12:07 PM "By your logic anyone who completes a marathon is equal, who came in first and who came in 300th doesn't matter." My logic is that whoever comes first wins. It doesn't matter what was his time. Pretty much all racing is build like this. It's order that matter, not the time. Neither any kind of points of artistism or something like that is awarded. If you play against human the goal is to win. If you can beat Kasparov, who c
#20 by Veteran Code Monkey - 6/9/2003 6:01:22 PM : "You miss the point of my critique - When we remove all these "subjective and troubling" aspects to the scoring and go to a flat scoring system, the guy who submits 10 gigantic, abundant, masochistic wins but had to call in sick from work for a week and play through 100 games to get there gets exactly the same score as the guy who sits down and plays through ten maso-abundant-gigantic games in the same period of time." I don't
#16 by Veteran Code Monkey - 6/9/2003 2:00:31 AM : "To your first point, no, not at all, particularly in flat scoring system. Since submission of a game is voluntary, all that is seen for the vast majority of players is their victories. What then is demonstrated by considering beating a given difficulty but not taking the how into account? Consider that someone who has the time to start up 50 games and wins one of ten of them is the same under this system as a guy who can beat ten out
I am also trying for diplomatic victory. Large/abundant, tight clusters, all incredible. I took diplomacy, economics and morale bonuses. I didn't go into expansion phase much, just settled home sector and few systems nearby. I have no military to speak about (just few star fighters) and keep myself alive by maintaining good relationships with everybody. Periodically they AI come with demands for money which I refuse, but the next turn I give them a good tech as a gift. I keep military s
#13 by Veteran Staffa - 6/8/2003 10:47:46 PM "This isnt a measure of skill, its a measure of what difficulty you can beat, eventually. You might as well just post the highest difficulty a person has beaten and leave it at that." Isn't a highest difficulty one can beat is an ultimate measure of skill? The only flaw in a flat system is that it doesn't differentiate victories from different starting conditions. If it's corrected the system would work just fine. Everybody could play h
After reading this discussion and seeing comparisons in amount of effort required to win on different map, I'm starting to wonder why not to make score dependent on these efforts directly. Something like number of mouseclisks will probably work fine and it will be much simpler formula to calculate the score. Mouse moves and key presses could also be included into scoring. ;)
Defeated in Oct.2188 :( Few mistakes like forgetting to launch colony ship here there, but it didn't look I standed a chance. Drengin were too strong and I lasted as long as I could keep peace with them.
LDiCesare, AI getting 2 systems doesn't seem to be a problem as long as I get 2 planets myself. I think I had this situation twice and I took them out before they could culturally flip anybody. I usually take speed+1 (for the same reasons), war party and bunch of military bonuses. For the purpose of getting second planet I prefer luck as it's cheaper than one extra speed.
I think tiny/rare is always winnable if you can land your initial colony ship on another planet. My strategy is to research heavily toward Universal translator, then toward Deflectors, then Battle Armor, Space Militarization, InterStellar Tactics. At the same time I establish contacts with everybody ASAP. If in the corner I may build a scout. By doing heavy accent on research I can trade my tech for other tech. In particular, I usually buy something of shields, basic environment and impulse driv
To Frogboy: I hope that ulBestTechAmount and ulBestTech are properly cleared somewhere outside of your snippet. Also is the technology choice presented to the player is produced by listing unknown derivatives from the known technology instead of looping through technology and checking AreTechParentsKnown, error in AreTechParentsKnown may produce the problem. All this is relevant if anybody can confirm that this problem has been observed with Altarians. I think I've see
It's rare when the tech win is the only choice, but once I won through tech because I had no other choice. In gigantic galaxy Drengin and Altarians were closely matched AND at peace and I was a bit ahead of them. But with their bonuses they were heading full speed toward tech victory, so I had to put 100% into research to get there ahead of them. When I got tech victory, both of them already had pre-requisites for Final Frontier, so I've beaten them to it by only few turns. I doubt I could get a
I've seen this many times, but I was always assuming that they took creativity and got lucky.
I wonder if luck has been beefed up in 1.04. I was often selecting luck bonus, but I've never had so much luck until 1.04. In one game superior Yor force was patrolling my sector and destroying every ship I could build there. At the same time convoy of their transports was approaching my planet while my relieve force was too far away. After thinking a bit I came to conclusion that there's no way to save the planet. But couple of turns later Torian had decided to assist me in my "valiant battle"