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-   -   AI Campaign => For a Challenging AI opponent (http://forum.shrapnelgames.com/showthread.php?t=8703)

JLS November 2nd, 2003 07:27 PM

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

Alneyan how are the Char. change tests coming along?
<font size="2" face="sans-serif, arial, verdana">Alneyan is making excellent headway QB. However, it will not be totally finished until v4.02 or v4.03 because of the many General AI data changes, I will save this daunting task when all the Modules are near finished and this is when the AI upgrade will be the most productive. http://forum.shrapnelgames.com/images/icons/icon7.gif
--

Quote:

Maybe you should just can the SE4 ship-moved in AI Campaigns high, default and the planet destroyed AIC Random Event zips
<font size="2" face="sans-serif, arial, verdana">This is good logic QB http://forum.shrapnelgames.com/images/icons/icon7.gif
- - -

Quote:

I don't want to help those nasty Krill in my AIC no-warp game even if they have a culture that gives them -10 Research and Trade.
I notice the Xenophobics don't bother me to much with agreement requests in AIC but the Terrans and the Cue Cappa's +10 Trade Culture will really benifit more then I will Alneyan with Trade and Research agreements I think the Sellega to.

I always say no to the Terrans and Cue Cappa but I like the Sellega AI we always agree.

I try to max out all agreements with the Neutrals I think this is good even though the Cluck gets the advantage
<font size="2" face="sans-serif, arial, verdana">Out of the above list the CueCappa may make best Trade and Research friends, they are Honorable and it will take much for them to break treaties it also not expected the Cue will backstab, unlike the Xiati or the Fazrah.

As Alneyan suggests it is more in the geo placements of the Races, if the Terran or Sellega are far away and an unlikely threat, then sure I will enter a Research with them.

I rarely enter Partnerships; my Rudders are much too valuable.

I will enter a Military agreement if I need a refuel or My Ally needs to refuel their ships in-rout to a shared enemy, or they are trusted and they wish to post a defense fleet over some of my planets. When and if the Military Agreement is not to my best interest I ask for a reduction to a lesser agreement, however sometimes the AI Player may be adamant and wish not to change agreements. http://forum.shrapnelgames.com/images/icons/icon12.gif

Cluk and Tex are great trade-research and allies.

Nultoh gets a bit stuffy but he is ok.
Zynarra does not want to be bothered

Kitra on the other hand if close demands to much in the way of tribute, so I rarly enter a Research, he is my fav early attack. His Carb breathers fit very well; serving my Hydro Empire http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 02, 2003, 17:39: Message edited by: JLS ]

Alneyan November 2nd, 2003 07:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
The characteristic changes are going on, I think there is only one area left (but an annoying area. http://forum.shrapnelgames.com/images/icons/icon12.gif ) And then there will be the AI tweaks JLS mentioned.

I tend not to sign on any treaty above Trade Alliance with close Empires, and I will never, ever, sign a Partnership treaty. (At least against the AI) Research helps your future enemy, while resources are much less of a problem. In fact, having a Trade agreement with your future opponent can be useful, since he/she will spend more resources and have a higher income. The removal of the trade agreement might collapse his/her economy. *Evil snicker* That is, when you are playing with a human obviously. http://forum.shrapnelgames.com/images/icons/icon7.gif

But then, I am somewhat a isolationist in SEIV, always setting up frontiers that should not be crossed. (Who said minefields?) Hence the problem with trade agreements. I wish you could have a trade agreement without setting up a military trust between the two Empires. http://forum.shrapnelgames.com/images/icons/icon12.gif My dream is unfortunately impossible to set up in multiplayer, except if you do... erh... assimilate all the other Empires.

oleg November 3rd, 2003 02:33 AM

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

Originally posted by pathfinder:
*scratches head*

...I checked off on both human and the 3 AI special "abilities" before start of game. Mistake?

Using AIC Version 4 with FQM regular and my added races.

<font size="2" face="sans-serif, arial, verdana">Yes, AI and humans have separate hulls for each ship class. Check the hulls.txt file for details.

Grand Lord Vito November 3rd, 2003 08:19 AM

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

Originally posted by Alneyan:
But then, I am somewhat a isolationist in SEIV, always setting up frontiers that should not be crossed. (Who said minefields?) Hence the problem with trade agreements. I wish you could have a trade agreement without setting up a military trust between the two Empires. http://forum.shrapnelgames.com/images/icons/icon12.gif My dream is unfortunately impossible to set up in multiplayer, except if you do... erh... assimilate all the other Empires.
<font size="2" face="sans-serif, arial, verdana">Alneyan JLS has made the AI easier in 4.0 you can hide behind your minefields allot longer now. But if that was me you where playing against, no minefield will keep me out, you will need a big fleet with fighters http://forum.shrapnelgames.com/images/icons/icon10.gif

You dont need military trust… If you want their cash then trade, if you need there fuel take use it and if you want to share research just do it. You can always reduce the agreements with no penelty.

[ November 03, 2003, 06:21: Message edited by: Grand Lord Vito ]

oleg November 3rd, 2003 03:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed http://forum.shrapnelgames.com/image...s/confused.gif

JLS November 3rd, 2003 03:43 PM

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

Originally posted by Grand Lord Vito:
You dont need military trust. If you want their cash then trade, if you need there fuel take use it and if you want to share research just do it. You can always reduce the agreements with no penelty.
<font size="2" face="sans-serif, arial, verdana">GLV
Some AI players won't want to downgrade the agreement, eventually they may come around. In the least GLV as Alneyan indicates; try to avoid Military Agreements with the Fazrah and Xiati http://forum.shrapnelgames.com/images/icons/icon12.gif

As I recall QB was backstabed by the Fazrah recently and lost the Home World to a series of plague and radiation bombs http://forum.shrapnelgames.com/images/icons/shock.gif

[ November 03, 2003, 13:48: Message edited by: JLS ]

JLS November 3rd, 2003 05:00 PM

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

Originally posted by oleg:
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">Yes, Oleg. GLV mentioned that earlier in an Email.

This is set because the se4 AI sends its Colony Ships out unescorted as with any other se4/mod.

In a LAN/multiplayer game, all a Human Player has to do is capture Colony Ships of the AI’s; wave after relentless wave http://forum.shrapnelgames.com/images/icons/icon12.gif


I will look into an alternate system however http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 15:05: Message edited by: JLS ]

oleg November 3rd, 2003 05:14 PM

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

Originally posted by JLS:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by oleg:
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">Yes, Oleg. GLV mentioned that earlier in an Email.

This is set because the se4 AI sends its Colony Ships out unescorted as with any other se4/mod.

In a LAN/multiplayer game, all a Human Player has to do is capture Colony Ships of the AI’s; wave after relentless wave http://forum.shrapnelgames.com/images/icons/icon12.gif


I will look into an alternate system however http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Why not simply put SDD on colony ships ?

I must be really stupid but I still don't understand why my ships refuse to board despite having numerical advantage ?
120 vs 80.

JLS November 3rd, 2003 05:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
As a tip that was past down from DogScuff, I have left it somewhat easy to Capture the AI players POP Transports....

Now this will be a very useful alien ship, and if you time the Capture right, it will reward you a slave or 2 http://forum.shrapnelgames.com/images/icons/icon12.gif

As I was saying to Alneyan the other day and as per GLVs Email. With the AIC AI v4 catch-up upgrade, there will be, a revamp on what AI designs that may be easily captured and what won’t.

However, the AI POP transports will always be an easy target http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 15:56: Message edited by: JLS ]

oleg November 3rd, 2003 06:01 PM

Re: AI Campaign => For a Challenging AI opponent
 
Ahh, I found my mistake ! http://forum.shrapnelgames.com/images/icons/icon7.gif

The numbers should be multiplyed by 4 http://forum.shrapnelgames.com/images/icons/icon10.gif

AI ship has 80X4=320 marines http://forum.shrapnelgames.com/images/icons/shock.gif

[ November 03, 2003, 16:05: Message edited by: oleg ]


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