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mottlee July 8th, 2003 02:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, Mine FYI up-date....restarted to test the data you had sent so far no war http://forum.shrapnelgames.com/images/icons/icon9.gif but the AI seems to be building sweepers into the fleets now, I will keep you posted.

JLS July 16th, 2003 05:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
HI, everyone.

I am back from vacation, and I will answer all Posts, PMs and Emails…

There will be another update AIC soon http://forum.shrapnelgames.com/images/icons/icon12.gif

Good to be back onboard http://forum.shrapnelgames.com/images/icons/icon7.gif

HercMighty July 29th, 2003 07:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
Any update?

Makinus August 4th, 2003 12:34 PM

Re: AI Campaign => For a Challenging AI opponent
 
I noticed that mining and refining components can be put in starbases but farming ones can't.... is this proposital?

In my AI Campaign games, ehn i start in Medium technology level, i found a viable strategy to build Mining and Refining bases around planets that i cn't or don't want to colonize...

But i can't create Farming bases.....

Other thing: you can't put cargo compnents in starbases? Is this proposital too?

Thanks

JLS August 6th, 2003 05:34 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by HercMighty:
Any update?
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry about the AIC update not being released as of yet.
I have been slammed at work, and have not tested the changes through, as of yet.

Did rearranged the facilities to be in sequence from the Last update fixed some typos reduced the range of the Bio Weapons and tweaked the Fighters as well as several AI growth tweaks that need to be tested for play balance still, however.

It should be ready in a few weeks, and thanks for your patience, this is the busy time for my industry.

John

[ August 06, 2003, 16:36: Message edited by: JLS ]

JLS August 6th, 2003 05:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Makinus:
I noticed that mining and refining components can be put in starbases but farming ones can't.... is this proposital?

In my AI Campaign games, ehn i start in Medium technology level, i found a viable strategy to build Mining and Refining bases around planets that i cn't or don't want to colonize...

But i can't create Farming bases.....

Other thing: you can't put cargo compnents in starbases? Is this proposital too?

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">Hi Makinus.

The Habitat Domes is the next best way to harvest Organics outside of your Colonies.

Cargo bays for Star Bases maybe a good introduction, however the AI will not use this option efectivly, so we will have to test this for play balance.

oleg August 6th, 2003 05:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
Size 5 and restriction "no more than 2" for satellite armor is rather inconvinient.
For example, i want to make a missile satellite : size 80, 10 goes to core, 50 to missile. Rest is 20. Now I can use only 10 for armor and remaining 10 is basically lost - there is nothing usefull for missile satellite.
Please, double size and hit points for satlleite armor !

oleg August 7th, 2003 06:26 PM

Re: AI Campaign => For a Challenging AI opponent
 
I am surprised with poor AI weapon platform designs.
For example, oragnic races (xi'chung, drushoka and ukratal) build WPs with CSM I when they have seeking parasite III http://forum.shrapnelgames.com/images/icons/icon9.gif Is it on purpose or you did't optimize WP designs ?

Makinus August 8th, 2003 09:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?

Thanks

oleg August 9th, 2003 01:35 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Makinus:
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">You must edit VehicleSize.txt file. Change "modified maintanence cost" ability to what you like.

If you are playing with bonused AI (don't try higher than low ! http://forum.shrapnelgames.com/images/icons/icon10.gif ), decreased maintanence will have almost no effect on AI, it is already overproduce resources and AI' number of ships is directly regulated by construction.txt file and not by available resources. Besides, since humans and AI have different shipsize entries, you can modify only humans' or AI' ships !

JLS August 13th, 2003 02:20 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Makinus:
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">Oleg is right on with your answer... Makinus

If the maintenance is lowered for example on Human Carriers, then you will have the ability to have a larger CV fleet and hence offset the balance of play a bit against the AI http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS August 13th, 2003 02:38 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
I am surprised with poor AI weapon platform designs.
For example, oragnic races (xi'chung, drushoka and ukratal) build WPs with CSM I when they have seeking parasite III http://forum.shrapnelgames.com/images/icons/icon9.gif Is it on purpose or you did't optimize WP designs ?

<font size="2" face="Verdana, Helvetica, sans-serif">Yes Oleg, I agree

The Organic Races could use a better Missile base design to capitalize on the level 4+ parasite missiles. However, it is tough to beat the AI missile bases, thru level III, for cost and effectiveness. http://forum.shrapnelgames.com/images/icons/icon12.gif

When the AI reaches Level 2 Weapons platforms that is when their special weapons and creativity kicks in. http://forum.shrapnelgames.com/images/icons/icon7.gif

Can you give some of the AI designs a look over and please tweak where necessary?

Spare time is a real crunch for me, until the fall seasons.

[ August 13, 2003, 16:27: Message edited by: JLS ]

JLS August 13th, 2003 03:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
Size 5 and restriction "no more than 2" for satellite armor is rather inconvinient.
For example, i want to make a missile satellite : size 80, 10 goes to core, 50 to missile. Rest is 20. Now I can use only 10 for armor and remaining 10 is basically lost - there is nothing usefull for missile satellite.
Please, double size and hit points for satlleite armor !

<font size="2" face="Verdana, Helvetica, sans-serif">100 satellites can be devastating, adding more armor may add to the longevity for this devastation http://forum.shrapnelgames.com/images/icons/shock.gif

However, a 10k armor variant can be tested for the satellite, however a to hit penalties may be added, what are your thoughts.

The most effective weapon versus your enemies Satellites-is your fighter. In addition, the AI will use its fighters where practical as a priority to take out your Sats.

The level one (80k) satellite platform is excellent for a Missile sat and can accommodate a 20kt Point Defense Cannon.

However Oleg, you have an excellent idea, where as we can modify a small beam point defense mount for the satellite at a cost of 15kt this will grant some space to accommodate a small 5kt coating of armor http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg August 13th, 2003 04:00 PM

Re: AI Campaign => For a Challenging AI opponent
 
I don't think it will change balance.
Satellites are a poor platform for direct fire weapons. Even with sensors 3 and RT 3 (!!) my satellites have a tough time hitting AI' frigates and destroyers. Missiles are better but a normal sized AI fleet (30+ ships and fighters) can easily kill a large stack with minor loses.
Besides, 100 stack is a major investment and should be give a trouble. Otherwise, why bother http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS August 13th, 2003 05:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Makinus:
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">Maintenance efficiency is increased as your game progresses.

You may build a System Maintenance facility this will have a significant reward to your current fleets in that system.

The Engineering Section and really is a crucial component for most ships in AIC. With this section added your ship would have a more efficient maintenance staff and will aid in the ships combat defense with some added Damage Control. This ships component will have a significant effect with Maintenance, as the component is upgraded through out your game.

The above facilities and components are not available to the AI and are to the Human advantage.

Crystalline Restructuring Plant for all crystalline races is also cumulative with your races starting Maintenance Characteristics options.

With above said, you may want to change the maintenance settings that you find in AIC data files with some caution or you will find you may have a negative maintenance environment. http://forum.shrapnelgames.com/images/icons/icon12.gif

John

[ August 13, 2003, 16:58: Message edited by: JLS ]

JLS August 13th, 2003 05:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
I don't think it will change balance.
Satellites are a poor platform for direct fire weapons. Even with sensors 3 and RT 3 (!!) my satellites have a tough time hitting AI' frigates and destroyers. Missiles are better but a normal sized AI fleet (30+ ships and fighters) can easily kill a large stack with minor loses.
Besides, 100 stack is a major investment and should be give a trouble. Otherwise, why bother http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Agreed Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif

The targeting time and systems for satellites are hampered and as such do make a poor direct fire platform with low level sensors.

There will be 10kt Armour plating for the satellites to complement the existing 5kt coating, on the next release as per your request http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 13, 2003, 16:47: Message edited by: JLS ]

oleg August 17th, 2003 03:35 AM

Re: AI Campaign => For a Challenging AI opponent
 
Two games in row I see AI' Homeworlds rebel. Since HW is so important in this mod and there is no way (at least I don't know) to make HW immune , I suggest to increase the severity of planet rebel effect to High or even Catastrophic.

JLS August 30th, 2003 07:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oleg, can you send me a copy of this game, I have not had a Home Planet Rebel often.

Unless I have been attacked by Intel from another Player or there are Enemy ships in my System.

In the all the games we have played, we have never seen this to be Problematic.

The AI has no problem and get out of it naturally as do we Humans.

Have some ships in the System and keep your Enemies out, don’t loose to many Colonies or Ships from battle. http://forum.shrapnelgames.com/images/icons/icon12.gif

You know what needs to be done to keep your citizens happy.

~TIP~ having a few Starliners on routine Population delivery on those remote systems, has the effect of boosting the happiness levels for all the systems traveled thru http://forum.shrapnelgames.com/images/icons/icon12.gif

Regarding Random Events. I cannot see how the Random Event Numbers factored in with the System and Planet Happiness Modifiers, Ships, fleets in system, Facilities etc. Can cause you a consistent rebellion problem at home, unless you are really unlucky and draw that event

Are you playing with the Unmodified AIC Intel, Happiness and Events files?

[ August 30, 2003, 18:09: Message edited by: JLS ]

oleg August 30th, 2003 08:40 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oh, sorry I deleted all my old backup files. http://forum.shrapnelgames.com/images/icons/icon9.gif
It was more than a month ago and I cleaned and defragmented my computer since.

But, please, believe me, the order of events is a an ultimate factor that decides the severity of events.

As a test, use the setup I propose in my 2nd post here. http://forum.shrapnelgames.com/images/icons/icon7.gif

In any case, even if I'm wrong (I'm not http://forum.shrapnelgames.com/images/icons/icon7.gif !!!), it does not cost much to use my events.txt file, right ? :0

JLS August 30th, 2003 08:59 PM

Re: AI Campaign => For a Challenging AI opponent
 
No, it does not cost anything to use your file. Your file does have all my AIC text programming, you just have it formatted in order of event from low on up.

The AIC file supplied with AIC is fine, and has the tested effect I desired. With a redundant event (tiered) to give the desired random events results for AIC that the author desired.

JLS August 30th, 2003 09:05 PM

Re: AI Campaign => For a Challenging AI opponent
 
I will gladly test your AIC reformatted file, as long as I have the same effect as the AIC original file with Random WARP POINT EVENTS and Increased Population events, you know > the stuff I programmed to achieve a desired effect.

AIC has been out for almost a year and no one has indicated a repetative Home world Rebellion flaw. I have certainly not seen this.

Unless I have been attacked by Intel from another Player or there are Enemy ships in my System or worse over my Planet.

The AI has no problem and get out of it naturally as do we Humans.

Have some ships in the System and keep your Enemies out, don’t loose to many Colonies or Ships from battle.

~TIP~ having a few Starliners on routine Population delivery on those remote systems, has the effect of boosting the happiness levels for all the systems traveled thru

[ August 30, 2003, 20:14: Message edited by: JLS ]

oleg August 31st, 2003 02:29 AM

Re: AI Campaign => For a Challenging AI opponent
 
On separate issues :

I think 20% loss of planet value when colony is glassed is a bit too high. I watched two AI's who were unlucky to start next to each other: Since AI can not properly protect colonies, any colonisation attempt by those poor mates was immediatly quashed untill all planets around got values 0 0 0 http://forum.shrapnelgames.com/images/icons/icon10.gif

Personaly, I lowered to 2% and feel rather happy about. http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS August 31st, 2003 03:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
On separate issues :

I think 20% loss of planet value when colony is glassed is a bit too high. I watched two AI's who were unlucky to start next to each other: Since AI can not properly protect colonies, any colonisation attempt by those poor mates was immediatly quashed untill all planets around got values 0 0 0 http://forum.shrapnelgames.com/images/icons/icon10.gif

Personaly, I lowered to 2% and feel rather happy about. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif
Planet Value and the AIC AI Economy
===========================

Oleg, please understand. As you may recall, regarding the way the AI perceives and actually is subsidized economically in AIC you changing this to 2% or even Zero has little to NO effect for this AI,

The AI in AIC or even se4 does not recognize Planet Values as you may think. It was already considered that AI is unable to repair a damage planet as a Human player would or even consider the Value of a planet for the correct Colony choice in some circumstances, so I have other (much other) AI programming involved to assist the AI in AI Campaign.

Additionally, this change to 2% will only make it easier for you when you are conquering a planet from the AI, if not a sole inducement to maintain war, if there is little to no Real Planet damage…

However, 2% is unrealistic. If you look at the destruction of Carthage, American Indian lands, Eire and Svealands forested lands, London, Ukraine most of Germany and Japan as a result of, and for mans modern weapons and our tenacity to destroy >you may find that 20% is not nearly high or destructive enough.
When AIC was beta tested I had this to 50% Planet Damage and the numbers still worked but this gave rise for Intel; as the Human Player to become a glairing alternative means of taking a Planet in tact and virtually undisturbed.

Also please consider, we Human Players may repair a planet with Planet Utilizations methods in the game, but this takes time, and that’s what the 20% is all about, WAR is costly … Not only in loss of life and materials but our Planet itself. If World War Three is ever fought, will there still be the third planet orbiting sol.

JLS

-------------
Reference:

Planet Value Percent Loss After Owner Death := 10 (Stock se4)
Planet Value Percent Loss After Owner Death := 20 (AIC thru v3.xx)
Planet Value Percent Loss After Owner Death := 30 (AIC v4 in testing)

[ August 31, 2003, 17:42: Message edited by: JLS ]

Grand Lord Vito September 1st, 2003 06:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
Hi JLS good to see you back http://forum.shrapnelgames.com/images/icons/icon7.gif

Is AI Campaign compatible with any other MODs, for example the Ultimate Strategies Mod or any mount or Quadrant mods.

Also can you explain the planet value system a little more in depth.

Thanks

Grand Lord Vito September 1st, 2003 06:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
WHEN is AIC v4 going to be released JLS http://forum.shrapnelgames.com/images/icons/tongue.gif

you have been working on it to long, i want to beta test it when you are ready http://forum.shrapnelgames.com/images/icons/icon6.gif

JLS September 1st, 2003 07:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Grand Lord Vito:
Hi JLS good to see you back http://forum.shrapnelgames.com/images/icons/icon7.gif

Is AI Campaign compatible with any other MODs, for example the Ultimate Strategies Mod or any mount or Quadrant mods.

Also can you explain the planet value system a little more in depth.

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">Hello GLV http://forum.shrapnelgames.com/images/icons/icon7.gif

NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.

====

In regards to (PV) this is the textbook answer from Frequently Asked Questions.

Basically, the FAQ will apply for all Human Players that play AIC. With the exception of Cities and Urban Centers Homeworlds inclusive; they afford Commerce (Imperial Trade if you will) to the Human Player and is thereby unaffected by PV to a degree in AIC.

Loosely, this application of Commerce is applied also to the entire economy for the AI on AIC and is thereby NOT effected by poor Planet Values. Directly that is

I will follow-up with how I Interpret the AI perceptions on some PV applications and AI scenarios.

==========

((( FAQ )))

17.3.7.2 Planet Values %
Pay attention to the mineral, organic, and radioactive value % on a planet’s details. When determining where to build a facility, use a planet close to or exceeding 100% for a given resource type. That percentage is part of the formula used in producing your empire’s total resources:

(Extraction Facility value) x (planet’s resource type %) x (empire’s racial %) x (Planet Computer Facility %) x (System Computer Facility %) x (planet’s happiness %) x (population %) x = total mineral resources committed to your empire for that facility.

For example, a Mineral Miner I extracts (700) x Planet mineral 120% (1.2) x empire racial bonus 110% (1.1) x Planet Robotoid factory I 110%(1.1) x System Robotoid factory 110% (1.1) x Jubilant happiness 120% (1.2) x 500 population 110% (1.1) = (x) mineral resources committed to your empire for that facility.

Use planets that have mediocre or low resource values as research or intel centers. The same basic formula applies for total points available for projects.

In the example above, you can see the value of important factors in boosting your economic output.

Note: Don't force an absolute minimum value for building miners. I've built mineral miners on planets with a minerals value of 40 before. It all depends on the game and what you need. If you have plenty of planets with high values, use low value planets for research and such. If not, you may need more resources (Imperator Fyron).

17.3.7.3 Develop Your Planets

The key to economic growth is maximizing your planet development. Special facilities can help, but they take a while to build. Therefore, in a small universe or one-on-one game, I rarely use any advanced facilities, unless I’m really comfortable and secure.

Medium scope game facilities :
Planet Robotoid Factory (Computers). I usually build these Last on a planet. Second to Last, I build a space yard to expedite the build time and facility upgrade time (quite often, I set the yard on emergency build for these.)

System Robotoid Factory (Computers). I usually build these Last on a planet. Second to Last, I build a space yard to expedite the build time and facility upgrade time (quite often, I set the yard on emergency build for these.)
Note: System Robotoid Facilities do not increase the benefits of remote mining. (Imperator Fyron)

Scanners: I don’t generally use them because the bonus is applied to only one resource area, rather than all three. And you cannot use both Robotoids and Scanners at the same location; only one takes effect.

Urban Pacification Centers: Populations will grow happier in this system; Not too expensive, and worth it in the long run. Will nudge your planets to jubilant, and especially help pacify foreign citizens. Subtle and slowly effective.

Large scope game facilities : (see FAQ 4.3)
Resource Converter: Converts between resource types with a 30% (at best) loss of material; comes in real handy when you have an unexpected surplus of one type

Ultra Recycler: Items scrapped in this sector will reclaim 80% of their original resource value (I don’t use them)

Atmosphere converters: Changes the atmosphere of the planet to one that is breathable by its colony over 2 (at best) years… that’s 20 game turns… I’m too impatient. I won’t use them unless the breathers aren’t available

Climate Control Facilities: Improves the conditions of the planet up to 3% each year. I never think to use them.

Value Improvement Plants: Improves the mineral, organic, and rad value of the planet up to 3% each year. Requires patience; but a slow payoff.

AIC as well as some individual MODs have different names and some additional varied facilities.

Thanks to all the FAQ team this is a great article and all should be read when time permits.


Special facilities and economics : (see FAQ 4.3)

have to hit the link to continue http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 01, 2003, 23:25: Message edited by: JLS ]

JLS September 1st, 2003 07:51 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Grand Lord Vito:
WHEN is AIC v4 going to be released JLS http://forum.shrapnelgames.com/images/icons/tongue.gif

you have been working on it to long, i want to beta test it when you are ready http://forum.shrapnelgames.com/images/icons/icon6.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Oleg and Myself are working out some kinks with the AIC random events file…

Oleg has some great Ideas that may solve THE MAX EVENT SEVERITY Pre Game settings issues with se4 and most MODs in general.

My main concerns are that the Random Events Percentages remain intact and that this new reformatted file is actually going to solve THE MAX EVENT SEVERITY slider issue.

Other then that >AIC Version 4.00 is almost ready to go…

[ September 01, 2003, 18:55: Message edited by: JLS ]

oleg September 1st, 2003 10:15 PM

Re: AI Campaign => For a Challenging AI opponent
 
I suggest.
Event Percent Chance Low := 20
Event Percent Chance Medium := 40
Event Percent Chance High := 60

with corrected events file. Now the relative percentages (between low, med. etc) follows the intuition meaning, one would like to have more of them to see AWESOME cataclisms http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg September 1st, 2003 10:21 PM

Re: AI Campaign => For a Challenging AI opponent
 
I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.

I found Organic race to have a major advantage - 30+ starliners eat a LOT of organics http://forum.shrapnelgames.com/images/icons/icon10.gif

There is simply no such sink for radioactives earlier on.

JLS September 1st, 2003 10:55 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by oleg:
http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

I found Organic race to have a major advantage - 30+ starliners eat a LOT of organics http://forum.shrapnelgames.com/images/icons/icon10.gif

There is simply no such sink for radioactives earlier on.
<font size="2" face="Verdana, Helvetica, sans-serif">I truly agree here... This is a definite advantage for the Organics and it only enforces that the true nature of the Organic race is to resupply Organics to it Colonies far away and to maintain a rapid growth; that far excels any other race in the Galaxy.

Do you really feel it is to great of an advantage for the Organic Races and what would you recommend to counter this; other then restructuring the base concept of Star Liner costs.

Quote:

I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, in a Finite game this is a fine opportunity to build those old fashioned Storage facilities early, they are cheap and very quick to build even with the youngest of Colonies.

However in a standard game the surplus, is just superfluities and not to worry.

Additionally in all games this Surplus of any one or more resource will really come in handy for exchange at your Trade Center or with other Empires if so lucky to have a friendly trade partner; for resources needed (early food for example, for those extra Star Liners and Colonizers) http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 01, 2003, 22:30: Message edited by: JLS ]

JLS September 1st, 2003 11:06 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
I suggest.
Event Percent Chance Low := 20
Event Percent Chance Medium := 40
Event Percent Chance High := 60

with corrected events file. Now the relative percentages (between low, med. etc) follows the intuition meaning, one would like to have more of them to see AWESOME cataclisms http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Although I am still not convinced, with out more testing on the reformatted Events file…

Have you tested your reformated file and does the Pre New Game settings react accordinly.
How about desired Event occurrences; are the Percentages unchanged?

Please, tell us more

===

L20/M40/H60
Absolutely these figures sound great, and thanks they are in the next new test start…

I tested the Rebellion suggestion you made and yes, that also will be moved up in Classification. As you suggested…

Thanks again Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 01, 2003, 22:33: Message edited by: JLS ]

QBrigid September 2nd, 2003 07:01 PM

Re: AI Campaign => For a Challenging AI opponent
 
[quote]Originally posted by JLS:
Quote:

Originally posted by oleg:
[qb]I suggest.

I tested the Rebellion suggestion you made and yes, that also will be moved up in Classification. As you suggested…

Thanks again Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">JLS

Possibly, we will be taking a step backwards by reducing the chance of rebellions. I like the fact that when a new game is started with 8 or so computer opponents that after a few hundred turns we now have 10 to 12 or so total Players then within a few hundred more turns it could be as many as 20 total players. I also enjoy the diplomacy involved with the newly independent nations, rushing to get into agreements before another greedy major AI Player does its bidding.

I also have never had a Home World rebel.

Are you sure want to make drastic changes to the Events for AIC. http://forum.shrapnelgames.com/image...s/confused.gif

[ September 02, 2003, 18:04: Message edited by: QBrigid ]

JLS September 2nd, 2003 07:32 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by QBrigid:

Possibly, we will be taking a step backwards by reducing the chance of rebellions. I like the fact that when a new game is started with 8 or so computer opponents that after a few hundred turns we now have 10 to 12 or so total Players then within a few hundred more turns it could be as many as 20 total players. I also enjoy the diplomacy involved with the newly independent nations, rushing to get into agreements before another greedy major AI Player does its bidding.

I also have never had a Home World rebel.

Are you sure want to make drastic changes to the Events for AIC. http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Pause-Pause

You raise a very valid point QB

The settings Oleg suggested are negligible. I am about to start a new game with a revised - actually a revised revision of the Last revised Version of the Events File and I will take a close look at your objections.

Nevertheless, there was fewer Independent Races spawned in the test.
Furthermore, GLV to answer your E-mail here, the Warp Point Event occurrences is hard to put your finger on thru out the Galaxy. However in my Systems there were none, as was in your test. Nevertheless, I believe there was a few else where in the Quadrant.

QBrigid September 2nd, 2003 08:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

I truly agree here... This is a definite advantage for the Organics and it only enforces that the true nature of the Organic race is to resupply Organics to it Colonies far away and to maintain a rapid growth; that far excels any other race in the Galaxy.
<font size="2" face="Verdana, Helvetica, sans-serif">The extra benefits from having an Organic Race do seem enticing as the primary choice. But then again to the defense of Psychic Races, this race has a lot to offer with the added psychic powers they possess with the early additional Psychic Intel they now have available to use on unsuspecting opponents in AIC. http://forum.shrapnelgames.com/images/icons/icon12.gif

I have been playing the Dual Race setup lately, with the 1000-point bonus you supplied for this purpose and it adds so much to my character Race. True if I am not mistaken I net out 500 points less in Characteristic choices if my only choice is one race and not take the bonus but it is well worth it. http://forum.shrapnelgames.com/images/icons/icon6.gif

The Dual Race chosen by the way is Psychic and Organics otherwise I will go the Psychic path any day over others and I am getting pretty good setting up my designs to. Let me tell you it is tough to beat those Parasite missiles in a fight, that plus a mind bLaster, wow you got to love it http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS September 2nd, 2003 10:06 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oleg

I feel I was in error with this event originally.

Type := Planet - Facility Damage
Severity := ???
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Fire destroys factory
Message 1 := NewsFlash..... breaking story on [%Planetname]. A fire burned through downtown today causing major damage. A number of buildings will have to be closed.
Picture := FacilityDestroyed
Time Till Completion := 0
Num Start Messages := 0
Start Message Title 1 :=
Start Message 1 :=

Considering the possibility that a City, large urban Center or even a HW Culture Center was to be hit by this event it may be to costly to allow http://forum.shrapnelgames.com/images/icons/shock.gif

What do you think?

Should it be High or Catastrophic?

[ September 02, 2003, 21:31: Message edited by: JLS ]

JLS September 2nd, 2003 10:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by QBrigid:
Quote:

I have been playing the Dual Race setup lately, with the 1000-point bonus you supplied for this purpose and it adds so much to my character Race. True if I am not mistaken I net out 500 points less in Characteristic choices if my only choice is one race and not take the bonus but it is well worth it. http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed QB

I prefer the Dual Race of > Crystalline and Organic in standard games.

Crystalline and Religious in any Finite Game.

In a No-Warp game >just Crystalline with extra characteristics points in Science with NO bonus for the AI or myself.

http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 02, 2003, 21:21: Message edited by: JLS ]

Grand Lord Vito September 3rd, 2003 02:15 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
The settings Oleg suggested are negligible. I am about to start a new game with a revised - actually a revised revision of the Last revised Version of the Events File and I will take a close look at your objections.

Nevertheless, there was fewer Independent Races spawned in the test.
Furthermore, GLV to answer your E-mail here, the Warp Point Event occurrences is hard to put your finger on thru out the Galaxy. However in my Systems there were none, as was in your test. Nevertheless, I believe there was a few else where in the Quadrant.
<font size="2" face="Verdana, Helvetica, sans-serif">The file used was Olegs that I downloaded and told you about Last week. With that file in a new game I had no warp points open or close anywhere and no independent races just as QBrigid mentioned after 333 turns just a ton of Plauges from his file. Olegs file is the same size as the original AIC file 36k but if you notice there are wide gaps in the data that was not in your original file that worked great already.

----------------------------------------
Partial example of OLEGS corrected FILE:

ype (wide GAP) := Planet - Created
Severity (wide GAP) := High
Effect Amount := 1
Message To (wide GAP) := System
Num Messages := 1
Message Title 1 := Device creates planet
Message 1 := The function of the alien device is now known. A new planet as been created in [%SystemName].
Picture := PlanetCreated
Time till Completion := 6
Num Start Messages := 1
Start Message Title 1 := Alien Genesis Device
Start Message 1 := While doing mineral surveys of an asteroid in sector [%SectorName] of the [%SystemName] an alien device was found. During the attempt to remove it from it's resting-place, the device became active killing everyone on the team. It's final purpose is still unknown.

Type := Planet - Population Change
Severity := Catastrophic
Effect Amount := 30
Message To := Owner
Num Messages := 1
Message Title 1 := Refugees
Message 1 := [%ActualAmount] million unexpected refugees have arrived on [%PlanetName].
Picture := Refugees
Time Till Completion := 0
Num Start Messages := 0

Type := Warp Point - Closed
Severity := Catastrophic
Effect Amount := 1
Message To := System
Num Messages := 1
Message Title 1 :=
Message 1 :=
Picture := WPClosed
Time Till Completion := 5
Num Start Messages := 1
Start Message Title 1 := Warp Point Fluctuation Detected
Start Message 1 := [%WarpPointName] is fluctuating from gravitational shear forces. Our scientists conclude it will collapse within 0.5 years.

Type (wide GAP) := Warp Point - Opened
Severity (wide GAP) := Catastrophic
Effect Amount := 1
Message To (wide GAP) := System
Num Messages := 1
Message Title 1 :=
Message 1 (wide GAP) :=
Picture := WPOpened
Time till Completion := 5
Num Start Messages := 1
Start Message Title 1 := Fluctuations Detected
Start Message 1 := Our scientists have detected fluctuations in [%SystemName], They suspect that a new warp point is forming. We should send a ship to study this phenomenon.

Type (wide GAP) := Star - Created
Severity (wide GAP) := Catastrophic
Effect Amount := 1
Message To (wide GAP) := System
Num Messages := 1
Message Title 1 := A star is born
Message 1 := A new star has developed in [%SystemName]. This phenomenon will baffle scientists for years.
Picture := StarCreated
Time till Completion := 10
Num Start Messages := 1
Start Message Title 1 := Unknown Occurrence
Start Message 1 := Strange Gravitational fields are developing in [%SystemName]. Scientists throughout the galaxy are puzzled.

----------------------------------------

Would all these currupted gaps in his file cause it to default to the stock se4 Events file if it is NOT properly formatted and not even see Olegs file?

I am with you QB I also have never had a Home World rebel or blow up from a Random Event with the original AIC file, I say if its not broke don't fix it JLS

[ September 03, 2003, 13:54: Message edited by: Grand Lord Vito ]

Grand Lord Vito September 3rd, 2003 03:08 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
I feel I was in error with this event originally.

Type := Planet - Facility

Considering the possibility that a City, large urban Center or even a HW Culture Center was to be hit by this event it may be to costly to allow http://forum.shrapnelgames.com/images/icons/shock.gif

What do you think?

Should it be High or Catastrophic?
<font size="2" face="Verdana, Helvetica, sans-serif">-------------------------------------
JLS also read what PsychoTechFreak had to say about Random Events on the Home Worlds…
-------------------------------------

Quote:

Originally posted by PsychoTechFreak:
Longterm observations about 1.5 (realtime) years ago:

- galactic peace within the first 2 years, means no events from 2400.0 until 2401.9, never.
- the master planet is NEVER affected by high and catastrophic events, just by low and medium events
Definition "master planet": The planet that is selected at game start, first cursor, means in a one homeplanet game this would be the homeplanet. In a 10 planets game, the master planet would be immune from high/catastrophic events, the other 9 could be affected, this goes along also with system events, like star explosions.

<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Originally posted by PsychoTechFreak:
With multiple HW starts yes, but there was always one planet (master) never affected by high/catastrophic events. I checked this with a modded event.txt, just the 4 severities with a text popup for the severity which has taken place. Some thousand turns later, almost everything but the master HP has blown up.

<font size="2" face="Verdana, Helvetica, sans-serif">Since Oleg, me, you, QBrigid and PsychoTechFreak (high & cat) have NEVER had an EVENT at all on our Home World change to High but I would not change much else.

I am late for work http://forum.shrapnelgames.com/images/icons/shock.gif got to go

[ September 03, 2003, 14:10: Message edited by: Grand Lord Vito ]

Grand Lord Vito September 3rd, 2003 03:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.


Agreed, in a Finite game this is a fine opportunity to build those old fashioned Storage facilities early, they are cheap and very quick to build even with the youngest of Colonies.

However in a standard game the surplus, is just superfluities and not to worry.

Additionally in all games this Surplus of any one or more resource will really come in handy for exchange at your Trade Center or with other Empires if so lucky to have a friendly trade partner; for resources needed
(early food for example, for those extra Star Liners and Colonizers) http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I play Temporal like Oleg but usually play with Finite resources and the RADS do add up and trading does help (A LOT) in all resources not just organics

JLS how about you lower the Stroage Facility costs even more, relly what can they be-just a building with a fork truck http://forum.shrapnelgames.com/images/icons/icon12.gif

I notice you guys play Dual Races - hmm need to check this out http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 03, 2003, 14:22: Message edited by: Grand Lord Vito ]

JLS September 3rd, 2003 05:27 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Grand Lord Vito:

Would all these currupted gaps in his file cause it to default to the stock se4 Events file if it is NOT properly formatted and not even see Olegs file?

I am with you QB I also have never had a Home World rebel or blow up from a Random Event with the original AIC file, I say if its not broke don't fix it JLS

<font size="2" face="Verdana, Helvetica, sans-serif">I noticed Olegs typo myself before testing Olegs theories yesterday and thought nothing of it and just corrected them.

You are right GLV, se4 does not signal any Events file for some format mistakes when loaded.

---------------

For example:
If you type and add this single line to the EVENTS “ will this format mistake break the events file” in the document it does not register the error.

If you double line space or even add several blank lines between the cells in any Events file it does not register an error.

As with Olegs corrected file with the WIDE GAPS this also does not register an error.

It is possible Oleg and the others that used Olegs released corrected file did not experience any Catastrophic events because se4 may of stop reading the rest of the file after the format error in Olegs corrected file as it does with other se4 files.

Actually, it is possible that every EVENT after the first 11 events; all of which are low, may NEVER be read so sure in a game with Olegs AIC corrected file you may never have a Catastrophic event not to mention you may never have a Medium or High either.

===========
REFERENCE:

Actual - Olegs released file, has a format error in the 12th Cell:

================================================== =====================================
*BEGIN*
================================================== =====================================

Type := Planet - Value Change (11th cell)
Severity := Low
Effect Amount := -20
Message To := Owner
Num Messages := 1
Message Title 1 := Cosmic Storm
Message 1 := A cosmic storm has damaged the value of planet [%PlanetName].
Picture := PlanetValueWorse
Time Till Completion := 0
Num Start Messages := 0

Type ((( VERY WIDE GAP ))) := Ship - Experience Change (12th cell)
Severity ((( VERY WIDE GAP ))) := Low
Effect Amount := 5
Message To ((( VERY WIDE GAP ))) := Owner
Num Messages := 1
Message Title 1 := Crew wins fire fight
Message 1 ((( VERY WIDE GAP ))) := While in the [%SystemName] region, the crew of [%VehicleName] ran into Space Raiders. Winning the fire fight, The ship's battle experience has improved.
Picture := CombatWin
Time till Completion := 1
Num Start Messages := 0
Start Message Title 1 :=
Start Message 1 :=

- - -

Example of an abutrary input mistake that also did not register an error:

================================================== =====================================
*BEGIN*
================================================== =====================================

Type := Ship - Damage
Severity := Low
Effect Amount := 20
Message To := Owner
Num Messages := 1
Message Title 1 := Ion Storm
Message 1 := An ion storm has done [%ActualAmount] kT damage to the ship [%VehicleName] in the [%SystemName] system.
Picture := ShipDamaged
Time Till Completion := 0
Num Start Messages := 0

will this format mistake break the events file

Type := Ship - Lose Movement
Severity := Low
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Engine Accident
Message 1 := An accident aboard [%VehicleName] has caused it to lose [%ActualAmount] of its movement.
Picture := ShipDamaged
Time Till Completion := 0
Num Start Messages := 0
Olegs recent gift of the (correct) Events file for AIC, although surly as interesting as it may have been wrapped, and the drama in which the package was delivered; nonetheless does not devalue the gift or the thoughts behind it.

- - -

Example of extra line spaces in-between the cells registering an error:

================================================== =====================================
*BEGIN*
================================================== =====================================

Type := Ship - Damage
Severity := Low
Effect Amount := 20
Message To := Owner
Num Messages := 1
Message Title 1 := Ion Storm
Message 1 := An ion storm has done [%ActualAmount] kT damage to the ship [%VehicleName] in the [%SystemName] system.
Picture := ShipDamaged
Time Till Completion := 0
Num Start Messages := 0

Type := Ship - Lose Movement
Severity := Low
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Engine Accident
Message 1 := An accident aboard [%VehicleName] has caused it to lose [%ActualAmount] of its movement.
Picture := ShipDamaged
Time Till Completion := 0
Num Start Messages := 0
Olegs recent gift of the (correct) Events file for AIC, although surly as interesting as it may have been wrapped, and the drama in which the package was delivered; nonetheless does not devalue the gift or the thoughts behind it.

~
~
~

Type := Planet - Facility Damage
Severity := Low
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Fire destroys factory
Message 1 := NewsFlash..... breaking story on [%Planetname]. A fire burned through downtown today causing major damage. A number of buildings will have to be closed.
Picture := FacilityDestroyed
Time Till Completion := 0
Num Start Messages := 0
Start Message Title 1 :=
Start Message 1 :=

Type := Ship - Lose Supply
Severity := Low
Effect Amount := 1000
Message To := Owner
Num Messages := 1
Message Title 1 := Fuel Leak
Message 1 := A fuel leak aboard [%VehicleName] has caused it to lose [%ActualAmount] of its supplies.
Picture := ShipDamaged
Time Till Completion := 0
Num Start Messages := 0

[ September 03, 2003, 16:29: Message edited by: JLS ]

oleg September 3rd, 2003 05:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
What gaps ???

I don't see any gaps in the file http://forum.shrapnelgames.com/image...s/confused.gif

Hmm, it may be because different text editors react differently to TABS delimeter. How does SEIV treats TABS ???

JLS September 3rd, 2003 05:59 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
What gaps ???

I don't see any gaps in the file http://forum.shrapnelgames.com/image...s/confused.gif

Hmm, it may be because different text editors react differently to TABS delimeter. How does SEIV treats TABS ???

<font size="2" face="Verdana, Helvetica, sans-serif">try to load and veiw with NOTE PAD http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS September 3rd, 2003 06:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
Bottom line folks…

I agree with Oleg’s theory and do plan to order the file as he suggested.

I believe the Random events will be as you are used to. If not enhanced with other Events to now be thrown in the mix and this is the solitary result of Olegs work, for if you wish not to have catastrophic events you may now shut them off correctly.

JLS September 3rd, 2003 07:03 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by PsychoTechFreak:
Longterm observations about 1.5 (realtime) years ago:

- galactic peace within the first 2 years, means no events from 2400.0 until 2401.9, never.
- the master planet is NEVER affected by high and catastrophic events, just by low and medium events
Definition "master planet": The planet that is selected at game start, first cursor, means in a one homeplanet game this would be the homeplanet. In a 10 planets game, the master planet would be immune from high/catastrophic events, the other 9 could be affected, this goes along also with system events, like star explosions.

<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Originally posted by PsychoTechFreak:
With multiple HW starts yes, but there was always one planet (master) never affected by high/catastrophic events. I checked this with a modded event.txt, just the 4 severities with a text popup for the severity which has taken place. Some thousand turns later, almost everything but the master HP has blown up.

<font size="2" face="Verdana, Helvetica, sans-serif">Oleg, what are your thoughts on this, I believe PTF is on the mark here, I do not recall ever having an event; even Plague for example let alone a High or catastrophic event on a Home World with default one Planet se4 gold start.

This information is needed and is important, in other words should we worry about the Home World,for its Population and Facilities when and if we re-categorize the levels of any Events.

=============================

Only other Event reference available:

Version 1.66: 9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence
Chance - System" were not always working.


Version 1.60: 11. Fixed - Emotionless races cannot be induced to riot through intelligence or
natural events.

Version 1.43: 5. Fixed - If an event caused a planet to explode, then sometimes an error would
be generated.

Version 1.25: 1. Fixed - The meteor strike event was happening every turn.

Version 1.20: 1. Fixed - A colony with no population could still suffer from
a firestorm event.
Version 1.17: 8. Fixed - The Trade disrupted intelligence event should not occur if there
is no real trade between two empires.

[ September 03, 2003, 19:06: Message edited by: JLS ]

JLS September 3rd, 2003 07:49 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.


Agreed, in a Finite game this is a fine opportunity to build those old fashioned Storage facilities early, they are cheap and very quick to build even with the youngest of Colonies.

However in a standard game the surplus, is just superfluities and not to worry.

Additionally in all games this Surplus of any one or more resource will really come in handy for exchange at your Trade Center or with other Empires if so lucky to have a friendly trade partner; for resources needed
(early food for example, for those extra Star Liners and Colonizers) http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I play Temporal like Oleg but usually play with Finite resources and the RADS do add up and trading does help (A LOT) in all resources not just organics

JLS how about you lower the Stroage Facility costs even more, relly what can they be-just a building with a fork truck http://forum.shrapnelgames.com/images/icons/icon12.gif

I notice you guys play Dual Races - hmm need to check this out http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Agreed, just a low cost automated warehouse the Storage facilities shall be.

They will be lowered to the lowest possible costs. Basically almost free at low levels, this way they will be quickly built early and then bulldozed after a few cities are built when playing Finite games http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks GLV, and Oleg, good idea http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg September 3rd, 2003 08:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
I never had a patience to play Non-connected game http://forum.shrapnelgames.com/images/icons/icon9.gif
What is a reasonable game/race set up to have a warp point opener ASAP ? I still want to have normal tech. cost, 1 medium HW and 2K race though http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 3rd, 2003 08:38 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.
<font size="2" face="Verdana, Helvetica, sans-serif">I disagree. You can certainly easily use Ultimate Strategies Mod in AIC, as it is just Formations and DefaultStrategies files (that are important). FQM Standard and Deluxe can also be added in with not too much work. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS September 3rd, 2003 10:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.

<font size="2" face="Verdana, Helvetica, sans-serif">I disagree. You can certainly easily use Ultimate Strategies Mod in AIC, as it is just Formations and DefaultStrategies files (that are important). FQM Standard and Deluxe can also be added in with not too much work. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually, YOUR Formations file is used in AIC if I am not mistaken and it is great. And you are right, as long as the AI has its Formation supplied within http://forum.shrapnelgames.com/images/icons/icon12.gif

Regarding DefaultStrategies files the AI in AIC require it own logic for Fighter Attack, Optimal Firing Range and Maximum Weapons Range to a lesser degree others. This is mainly for the Tactical Fighters Priorities and Satellites being shot at by AI ships that pack primarily only missiles and other miscellaneous AI reasons in AIC…

FQM Standard and Deluxe I am licking my chops for this to be ADDED on AIC with your Images, your anomalies, this is outstanding work and I would like to put a few PURE FQM Quadrants in for the Players choose, from the Quadrant menu when starting a new game asap, I receive at least 2 to 3 E-mails a month to get this in with QBrigid being your biggest fan. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 03, 2003, 21:19: Message edited by: JLS ]

QBrigid September 3rd, 2003 11:01 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
FQM Standard and Deluxe I am licking my chops for this to be ADDED on AIC with your Images, your anomalies, this is outstanding work and I would like to put a few PURE FQM Quadrants in for the Players choose, from the Quadrant menu when starting a new game asap, I receive at least 2 to 3 E-mails a month to get this in with QBrigid being your biggest fan. http://forum.shrapnelgames.com/images/icons/icon7.gif [/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Now that this is out of the bag when do plan to add FQM, Sully http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid September 3rd, 2003 11:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
I never had a patience to play Non-connected game http://forum.shrapnelgames.com/images/icons/icon9.gif
What is a reasonable game/race set up to have a warp point opener ASAP ? I still want to have normal tech. cost, 1 medium HW and 2K race though http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">You may be soon hooked Oleg. Not-connected is all I play - the no warp point option.

From what I understand you like the Temporal Race and they are real brainy to begin with, they also will build that warp opener much faster then my Psychics so you are in great shape. I put the extra points into Science and a little in Maintenance but I think PsycoTechFreak said a long time ago that Science, Rock and get to steller 2 as fast as possable is the Key in a No-Warp game.

Before I forget, always use the Engineering Section on your Warp-Openers it will save you a bunch. Always build your Trade Center early http://forum.shrapnelgames.com/images/icons/icon12.gif

I like Rich Clusters on a Large map with no warp everything else is default. Or any Map on the top of the list up to where it suggest you to stop.

The Eee by far is the Best no warp AI Player, not to worry they are pretty friendly and I have no problem sharing space with them or other friendly Races. I love following the Eees lead they are even good enough to create all my Planets from the Asteroids that do not have a Outpost in orbit. http://forum.shrapnelgames.com/images/icons/icon10.gif

AI bonus of none is best; they get pretty frisky at a low bonus in a no warp game http://forum.shrapnelgames.com/image...s/rolleyes.gif

I am not a good of a player as you so most of the time I start with some MP bonus points http://forum.shrapnelgames.com/images/icons/blush.gif

I will only play that game if I like my start, it must have at least one breathable planet and a few other rock types http://forum.shrapnelgames.com/images/icons/icon12.gif

I hope eveything was covered, does anyone else have some suggestion.

Have fun http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 03, 2003, 22:37: Message edited by: QBrigid ]


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