![]() |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Quote:
Quote:
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
But you never know what may be lurking in the other cluster so BE PREPARED. I do not open warp points over my Home World. If you do then have at least 1000 to 1500 infantry and a bunch of weapons platforms and Sats. Because if you open the Warp and that should be any AI inner core system YOU CAN COUNT ON LOOSING YOUR HOME WORLD when this happened to me I was unable to recapture it back. Game over I lost. I like playing Low Bonus in all games but not connected, the AI especially the Science, Engineering and Merchant Races that get Stellar about or sooner then me and then it becomes very interesting on keeping things in check,. This would be up to you if you want a relaxing game if so definitely go with NO AI bonus. Other wise the AI does get dang right rude, I noticed that you and I like to curse at the monitor so pucker up I did when I played the AI with a Low bonus in a no warp game. [ September 04, 2003, 14:16: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks all for advise ! http://forum.shrapnelgames.com/images/icons/icon7.gif
But should I first research other colonization techs and build up my colonies or go strait away to warp opener ? http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: AI Campaign => For a Challenging AI opponent
Quote:
In the PBW game Adamant 0006, for instance, FQM is combined with Proportions mod, with the result that human players get practically infinite resources as long as they can build and maintain remote mining bases. The result is enormous fleets, and players complaining about what a chore it is to enter orders for each turn. AI bonus is High, but without remote mining, they are dwarfed. In the Version of FQM used for that game, even the humans have a hard time navigating some of the systems with all the damaging sector types. I imagine the AI would tend to get rather stuck in them. PvK [ September 04, 2003, 18:27: Message edited by: PvK ] |
Re: AI Campaign => For a Challenging AI opponent
Adamant 006 uses a really old Version of FQM. http://forum.shrapnelgames.com/images/icons/icon12.gif Newer Versions have much fewer damaging WPs, which are replaced by those with other random abilities (which present no navigation hazards). Of course, there are still just as many asteroids, but that can be taken care of. Dropping asteroid values down a bunch would eliminate the remote mining bonus to the human player(s), as would eliminating most asteroids.
[ September 04, 2003, 19:43: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Research Stellar Manipulation ASAP but also research some weapons, fighters and at least Frigates if not Destroyer to PRE defend that NEW warp hole. Mines may be of some value, since it should be around the Sixth to fourteenth year you open your first warp (Depending how Defensive, Offensive or Infrastructure investments in the style of play you may be... If playing a Cluster style Map chances are you having the entire cluster to your self so you should not have to over do defense too much. GLV is correct; it is best not to open early WARPS over your HW as it may facilitate the AIs invasion. Consider a scrub planet with a few Military Barracks for the cargo space, then pack on the defenses and Open your Warps there http://forum.shrapnelgames.com/images/icons/icon12.gif With a Large and to some degree a Medium Cluster Style Map, you should be able to open most if not ALL Systems in your Cluster from Stellar Manipulation (1) certainly SM 2. However, you will need SM 3 to get to the next Cluster and this is really when you have to be prepared, after all it may be your best friend the evil HIVE in the next Cluster http://forum.shrapnelgames.com/images/icons/shock.gif NOTE AI will have Inter Cluster Warp on average; in a AI no Bonus game (AFAIR): Science and Engineering races about 8 to 16 Years. Merchant Races about 15 to 20 Years. Other Races depend on their Demeanor, the more violant the race the latter it will warp http://forum.shrapnelgames.com/images/icons/icon12.gif Some Race are lethargic by nature and may warp when they feel like it (Abbidon for one) Xenophobic and Neutrals do not open warps at all. The AI is set up to Warp its Home Cluster First and then it will warp to other surrounding clusters much Later, except the Eee and some Engineering race that MAY just Bump the Stellar Techs back to back and warp out of there Home Clusters early and that may open your game right up http://forum.shrapnelgames.com/images/icons/shock.gif In addition, those serine Engineering races we like to pick on in the Standard games, you just may notice the MR HIDE in them http://forum.shrapnelgames.com/images/icons/shock.gif in a NO-WARP GAME, so be on your guard. Also please note for Xenos; though more in the way of Infrastructure. However, the Violent races, these races prefer Big Weapons and Hugh Attack Ships over the fancy Science Stellar stuff, so you just may open warps to Pandora’s Box all the way back to your Home System http://forum.shrapnelgames.com/images/icons/shock.gif no borg out there but there sure is other races just as mean. Therefore, when going to a new Cluster you may consider having a pre Warp Hole Defensive Base Built to at least attempt to block the AI from rushing your rear Colonies with there fuel thirsty fleets. 100 mix of level I Sat- missiles and Level two Sats with good beam weapons along with great sensors and a few Pure PD sats, with this and a Carrier Fleet ready and reposition able; before entering each System in that new Cluster. === So when QBrigid and GLV say the AI gets Frisky if not darn out and out rude; with a low AI bonus game as opposed to NONE, this is why (((TIME))) you will have little to prepair in a low bonus game and priorities will get confused. So it is recommended all play there first few NO-WARP games with the default of NONE for AI Bonus. [ September 04, 2003, 22:58: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Quote:
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. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">JLS, I have seen this before your mail, but ... I am not sure any more, since Fyron obviously has seen high/catastrophic events on HPs. This is what I recall: PvK's proportions had a cultural trait "cursed" which should increase the chance for bad events. I performed some tests with this, and we observed that any minus or plus in the cultural settings about events have been effectles. The same has been done for the faith shrine and different good/bad settings - it was absolutely effectless. PvK has communicated the test results with Aaron, and a few weeks later we got a bugfix (which I can not find in the history at the moment, somewhen about gold patch 1 or 2). The findings on top have been side results of the tests, but it could be most likely that Aaron has changed more than just the event chance bug. So I think this should be tested again. I have used a modded event file without real effects, just the severity popped up in the news window, so I was able to do my stats for every event severity. It could be possible that "events without real effects" also have a different behaviour than usual events, so it will not be an easy task which can be performed in a couple of minutes. |
Re: AI Campaign => For a Challenging AI opponent
I certainly remember that Fate Shrine' reduction of events chance has been asserted to be fixed in 1.84. It would also fix lucky/cursed trait, I think.
I can also confirm HW rebellion can happen - i observed it few times. Thanks God, to AI, not me http://forum.shrapnelgames.com/images/icons/icon7.gif . I also saw HW system destruction. But indeed, i never saw HW plague or planet destruction yet. |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Perhaps if we use a few of Fyron’s favorite quad setups from FQM Modifie AIC SystemTypes, QuadrantTypes, StellarAbilityTypes, however not to change other then a few DATA files with no settings.file changes at all, it should be a easy port. We can just tie this all into AI Campaigns {new game/Quadrant/Options menu}selection as we did with your unbelievably extraordinary Proportions maps for example: Semi-Standard (my all time favorite) RICH CLUSTERS RICH SPIRAL ARM Atypical Sidereal Tri-Polar-wide Ancient Bi-Polar ============================== Example of probable FQM placement: “~” “~” Atypical Sidereal Tri-Polar-wide FQM Standard Paradise FQM Balanced Quadrant >>> Below Ancient and FQM maps may be a little unfriendly for the AI. (in menu note) Ancient Ancient Bi-Polar FQM Dense Mid-Life FQM Star Heavy FQM Asteroid fest ============================== We can do this with Atrocities ST ship sets and only basic Star Trek stuff and with no (AST mod STUFF with out Atrocities individual say so). The MOUNT ADD on - in conjunction with Proportion/AIC existing data will be tricky but in the end, this can be done as well. (good winter project) Similar to the Strategic Fighter Module Add-on we did for AIC now… All Add-ons will be included for AIC also menu driven (one menu or another that is) from with in AIC and the Players will never have to worry about overwrites. http://forum.shrapnelgames.com/images/icons/icon12.gif Expect me to be knocking on your doors for some help with all http://forum.shrapnelgames.com/image...s/rolleyes.gif this [ September 05, 2003, 14:48: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Quote:
Quote:
And that most - if not all Players, like the event occurrences as is. Regardless of a rare, if maybe possible and drastic event; that could and may occur on their Human Player Home World, that most have not seen as of yet. ======== However, the AI may be another case, all together. This is what I propose; we leave status quo on the Event Occurrences even tweak a few more in, thanks to Olegs fix. I will see what I can do to tweak the AI, so it may shun some events. [ September 05, 2003, 14:28: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
PTF if practical, can you humor me and try the EVENTS test for the Homeworld one more time, with opposite play style and one Home World, basically as below.
Quote:
Then a test in standard move with one HW. This is only to test that some players have seen HW events and other have NEVER seen any, yet the default Events, settings and facilities file is the same with all players (use of Default files is assumed) GLV and I always play Simultaneous mode and do not recall ever seeing any Human Player HW event that’s a lot of hours of play, with no recall of an HW event, how about anybody else? [ September 05, 2003, 16:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
http://forum.shrapnelgames.com/images/icons/icon7.gif
Oleg and GLV, have you received the Template for AIC Events v4.00, that I Emailed you the other day? Not with respect to a test, just your thoughts, I need to move forward with this http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 05, 2003, 15:13: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
No, I did not http://forum.shrapnelgames.com/image...s/confused.gif
|
Re: AI Campaign => For a Challenging AI opponent
But I tried the one you posted in "max.severity" topic. I think it is the same, right ?
So far I had ~100 turns game. Events chance low, max.severity high and so far nothing happend to me http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Anyway the new AIC v4.b1 Events.txt file; reordered and with a few more events is posted their now http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 05, 2003, 18:21: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
This is the updated Events file for AIC.
If you wish to veiw >L-CLICK< === You may unzip this into your se4 Gold directory to update your AIC game. EVENTS 4.1b just >L-CLICK< for download This 41 kb Events file is in beta, GLV will test this in Simultaneous Mode; if anyone wishes to test this in Standard move mode, please let me know. THANKS John http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 05, 2003, 18:15: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS, The prob with the mine sweepers is back, Had teh Eee go into a 100 ct mine field cleared all 100 so I took there emp to look and no sweepers in the fleet, will send when I get back to it.
I may just restart another http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: AI Campaign => For a Challenging AI opponent
Before you restart your game, Mottlee.
The way I understand the AI in AIC, it does not need just mine sweepers to clear a minefield. Early in the game the AI takes high losses to mines. As the game turns pass the AI will research larger ships, the larger the ship when it is combined in a fleet the easer it is for it to clear the minefields, CVs have a extra bonus in clearing mines as well in AIC http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 05, 2003, 20:54: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
[ September 05, 2003, 20:50: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
JLS, I play Simu games as well, no bad events happened on my Howe World, with the old evnts file
[ September 05, 2003, 20:49: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
What QB posted is basically right on, in regards to AI Minesweeping.
In addition, with AI Campaign the larger the fleet, the less likely the AI will desire a minesweeper to be part of the composition for escort. About, what turn where you in when the AI blew thru your Minefield. Do you recall the largest ships, was it made-up with any CVs and how large was the fleet? Thanks for the input Mottlee, I will take a look at tweaking the AI Minesweeping for AIC v4.0 [ September 05, 2003, 22:33: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Emailed game and plr files [ September 05, 2003, 23:59: Message edited by: mottlee ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks Mottlee, I will load it first thing in the mourning... http://forum.shrapnelgames.com/images/icons/icon7.gif
[ September 06, 2003, 00:16: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
posted June 09, 2003
-------------------------------------------------------------------------------- FYI for new AIC players. Regarding Minefields Yes, most AI Players will blow thru a 100 Minefield with a large fleet …. About when the AI Player starts fleeting Light Cruisers especially Carriers, you can expect the AI to clear Minefields 100%, when fleeted with a CV and escorts vessels . Just like, you would expect a good and capable Human Player opponent would. That is not to say, the AI will not make mistakes or loose many a good ship; Scouting, or a few Capital ships returning to or from a yard or refuel base (as a Human player may) === Please keep this in mind; the higher the Computer Bonus the faster the AI will fleet Cruisers and Carriers. When this happens the less effective your minefields will become. ============================ EDIT: Expected AI Minesweeping resuts when fleeted for AIC: v4.00. 100+ Scouts (will blow thru a 100 Minefield) 46+ Escorts 46+ Frigates DD 20 CL 10 CA 4+ BC 3 BB 2+ DN 2 BS 1 Hvy BS 1 --- CVL 2+ CV 1+ Hvy CV 1 ====================== Basicly 10 AI Destroyers and 6 AI Light Cruisers will clear 100 mines without with out a minesweeper. This will be about a 50% decrease on CL and below. and 20% to 33% decrease for Cruiser and above. ====================== Please note in AIC v4.0 > The Human Players will now have the ability to destroy mines with Fighter Carriers. In addition, for all Human Players: Minefields will have NO effect on any BaseShip, Heavy BaseShip or Heavy Carrier class vessel. Scaled to the respective ships displacements; Dreadnoughts, Battleships, and Battle Cruisers will require MORE mines to damage or destroy them. Good work and thanks for your continued help with the mines in AIC >Mottlee. http://forum.shrapnelgames.com/images/icons/icon6.gif [ September 06, 2003, 12:53: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Then a test in standard move with one HW. This is only to test that some players have seen HW events and other have NEVER seen any, yet the default Events, settings and facilities file is the same with all players (use of Default files is assumed) GLV and I always play Simultaneous mode and do not recall ever seeing any Human Player HW event that?s a lot of hours of play, with no recall of an HW event, how about anybody else?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">All right, I am going to set up a some hundred years batch sim with the 3.02 file today. Standart turn test would be very hard, because at least every single event stops the turn flow, and every single event has to be saved or noted. I think it should not make a difference, but let's see what happens in simultaneous first. Quote:
|
Re: AI Campaign => For a Challenging AI opponent
As a test, I started a game with myself and one neutral AI. Events chance high. I did' do anything except building few ships. Few years in the game, AI' HW rebelled - here is a save game:
1062845567.zip I saw AI' HW rebelled many, many times. With old file _very_ often, with a new file only very rare. I never had my HW rebelled though. It is certain SE treats humans and AI HW differently. The disparity in events is just too obvious. |
Re: AI Campaign => For a Challenging AI opponent
Oleg, what game mode style are you playing when you find the posted events?
Oleg, if you could play your next game, to include the Events v4.b1 and play in standard mode. This will be extremely helpful in comparing with the Event beta tests starting this weekend. -------------------------------------- You may unzip this 41 kb Events file into your se4 Gold directory to update your AIC game. EVENTS 4.1b just >L-CLICK< for download ==== I only ask that all default AIC files be used in conjunction with the Events v4.b1 for those who wish to contribute to this test. Allthough the settings below will be changed with AIC v4.0 this is the v3.xx default all is going with. Event Percent Chance Low := 10 Event Percent Chance Medium := 20 Event Percent Chance High := 40 So far, there are 5 tests. 4 in Simu mode and 1 in standard mod, they will attempt to log all events that are Directly or Indirectly effect the Human Player and to Highlight events that happen on there Homeworld or within there Home system… In regards to the AI, I have the fix or (partial remedy) already and this will be out in AIC v4.0. As not to influence the tests I will not release the details on the AI Events Fix. [ September 06, 2003, 13:38: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I am reluctant to invest into 300+ turn game with catastrophic events on - just too paranoid http://forum.shrapnelgames.com/images/icons/icon7.gif
But I had AI HW rebellions before in "normal" games with default files. |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Quote:
True I would be Paranoid if my Homeworld or any Human Players HW was lost but this was not the case or never has been. Is this not true – Oleg? http://forum.shrapnelgames.com/image...s/confused.gif Is not the 4.b1 events file fine and working in the way it is intended; after all you did have the (((Events chance high)))?… http://forum.shrapnelgames.com/image...s/rolleyes.gif With our files now in the order as you suggested, does not the Max Severity options work as you stated, this is our impression? Also the one AI home world that had this rebellion. What was its over all demise, did it defect to another Race or did it just mello out in time? http://forum.shrapnelgames.com/images/icons/icon12.gif Are you using all the default and unmodified files AIC? Now if you had the events with DEFAULT settings to low or medium and a Human Player lost his Homeworld to a bang; then yes I will be overly concerned. But this has not happened has it, a matter of fact the Human Player in his game play along oblivious to ANY other players wows, most of the time. http://forum.shrapnelgames.com/images/icons/icon7.gif The key to the Random events is to insure the enjoyment of the Human Players, to overcome some evolving events. The AI feelings are irrelevant http://forum.shrapnelgames.com/images/icons/icon12.gif Events that may occur to the AI players HW and actually the eyes of most Players like to see bad things happen to there opponents, in a game. Would you not agree? The way AI Campaigns Event File was always programed: Is that the odds for ANY Planet or a System to be destroyed in AIC is by far deminished as opposed to Stock se4, and this is good, would you not agree Oleg? http://forum.shrapnelgames.com/images/icons/icon12.gif This AI in AIC is tough enough to get thru Events as it is and as it was… and again, it is rare that one event will affect the same AI repeatedly. Actually, most Players say the AI in AIC is very tough overall. Furthermore, with all the proposed AI Rebellion remedies, it may lesson the total of new Independent Races spawned that enhances Human Player game Play, and this will not be a good thing - Oleg, would it? John http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 06, 2003, 18:25: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Oleg, it would be very helpful if you would answer some of the question the Players and I have been asking you, here and through out the few Last dozen or so Posts in this thread, that are with respect to your statements, when you can find the time.
Please be part of the solution http://forum.shrapnelgames.com/images/icons/icon7.gif Respectfully John [ September 06, 2003, 15:35: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Lets not throw out the baby with the wash. I say, release AIC 4.0 with the tried & true 3.02 Events File, and move on. [ September 06, 2003, 16:30: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
[ September 06, 2003, 16:16: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
If the AI was to enter your 100 minefield with a feet of 99 scouts, as it may be with base se4(ALL 99 AI SHIPS MAY BE LOST) http://forum.shrapnelgames.com/images/icons/icon9.gif It would be true with 40 escorts or 40 frigates (ALL AI SHIPS WILL BE LOST) The same would be true if the AI entered a 100 minefield with 15 destroyers (all destroyers will be lost) Furthermore if the AI was to enter your 100 mine field with numbers closer to the above chart, for example a fleet of 17 or 18 destroyers many of the AI destroyer will be damaged or destroyed. However, some will get thru. However, if fleet of 20 or 21 Destroyers was to enter a 100 minefield, then yes all will get thru with little to no damage. Picture it, as total armaments versus the mines if you will http://forum.shrapnelgames.com/images/icons/icon12.gif ------------------------------------------------- The same applies to a mixed fleet of 8 Destroyers and 4 Light Cruisers, as it may be with base se4 (ALL SHIPS WILL BE DESTROYED) and this would include all TROOPS on any AI assault ships http://forum.shrapnelgames.com/images/icons/icon9.gif If the AI enters a 100 minefield with a fleet of 10 destroyers and 4 Light Cruisers some may get thru but most will be damaged or destroyed and this would include most TROOPS on any AI assault ships However an AI fleet of 12 destroyers and 5 Light Cruisers will get thru and will maintain the integrity of the troops and there assault ships http://forum.shrapnelgames.com/images/icons/shock.gif ================================================= In short and to recap: 1: Approximately any quantity or make up; at 70% or below the chart all (The AI ships will be lost forever) http://forum.shrapnelgames.com/images/icons/icon9.gif 2: Approximately any quantity or make up above 70% but less then 100% of the chart (The AI will take damage and destruction, but some AI ships MAY get thru) depending on the proximity to charts 100%. 3: Any quantity or make up above 100% of the chart, the AI will clear the Minefield with little to no damage. http://forum.shrapnelgames.com/images/icons/shock.gif This will also apply for Human Players to some extent with AIC 4.0 at previous post. http://forum.shrapnelgames.com/images/icons/icon7.gif With AIC, the closer you reach Baseships and Heavy Carriers >mines are akin to throwing stones at today’s tanks http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 06, 2003, 18:48: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
There are several options to adding Minesweeper support for the Human Player.
~If possible add this to the Plate Armor by Consulting with PVK on the best way. ~Add it to other Components. ~And/Or as I did with the AI in the Balance Module. What are your thoughts? [ September 06, 2003, 18:30: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
And I guess I have to start again with a clean events.txt. |
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Hmm... so I need a guinea pig...
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
---- This may be of the wall PTF, but will the Event engine see this as teams. Human team and AI team... For example if there was 2 Human Players, hence=50/50 and 5 AI players hence 20% over each AI. Please further clarify: 1 Human 5 AI players, how would the calculations be in your opinion. Please to not equate Lucky and /or Cursed. . |
Re: AI Campaign => For a Challenging AI opponent
Quote:
The events are distributed equally if no race has any modifier. There should be no difference between human and AI. Do you think of a simulation without event chance modifiers for all of the races? That means, I would have to use non-religious races and I would have to remove any cultural traits about event chance modifiers. [ September 06, 2003, 19:13: Message edited by: PsychoTechFreak ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Quote:
And yes in 4.b1 there is one Medium: population rebel Close Warp Now this is a one in 40 Chance that a one of these will be chose (IF) Medium is the MAX http://forum.shrapnelgames.com/images/icons/icon7.gif The odds would be NIL if Max at LOW and NONE. The odds are even far different at high or default. Would you not agree, PTF? In regards to Close Warp the Medium Event WILL be removed. http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 06, 2003, 19:25: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
EDIT: I will create my own events.txt for the test. Otherwise I can not certainly observe the severity of an event from your modded files. [ September 06, 2003, 19:18: Message edited by: PsychoTechFreak ] |
Re: AI Campaign => For a Challenging AI opponent
OK, but please remember, we Human Handle rebellions very efficiently by sending ships to orbit that planet.
The AI HomeWorlds already have safeguards and current remedies in AIC. With the Culture Center and the AI Systems Facility Combined for its HW At AI Players Colonies outside its Homesystem it has a progressive improvement, as the AI Sys Facility is upgraded. http://forum.shrapnelgames.com/images/icons/icon12.gif See references below. I believe if you lesson Rebellion Events you lesson the Chance that Independent Races will be Spawned at the AI Players Colonies. What are your thoughts on this PTF? Also perment removal of any Rebellion Event may inflict a death sentence from QBrigid http://forum.shrapnelgames.com/images/icons/icon10.gif However PTF, I understand your concern when it is located in MEDIUM http://forum.shrapnelgames.com/images/icons/icon12.gif =========== Reference: Name := Cultural Center Description := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, arts, religions, sciences, industry, etc. Facility Group := Zenith Urban Center Facility Family := 54 Roman Numeral := 0 Restrictions := None Pic Num := 10 Cost Minerals := 300000 Cost Organics := 200000 Cost Radioactives := 200000 Number of Tech Req := 1 Tech Area Req 1 := AI Balance Tech Tech Level Req 1 := 1 Number of Abilities := 20 Ability 1 Type := Solar Resource Generation - Minerals Ability 1 Descr := Population Center... Ability 1 Val 1 := 1125 Ability 1 Val 2 := 0 Ability 2 Type := Solar Resource Generation - Organics Ability 2 Descr := Ability 2 Val 1 := 350 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Radioactives Ability 3 Descr := Ability 3 Val 1 := 300 Ability 3 Val 2 := 0 Ability 4 Type := Point Generation - Research Ability 4 Descr := Ability 4 Val 1 := 700 Ability 4 Val 2 := 0 Ability 5 Type := Point Generation - Intelligence Ability 5 Descr := Ability 5 Val 1 := 150 Ability 5 Val 2 := 0 Ability 6 Type := Cargo Storage Ability 6 Descr := Ability 6 Val 1 := 15000 Ability 6 Val 2 := 0 Ability 7 Type := Change Bad Event Chance – System ( I may increase this in 4.0) Ability 7 Descr := Ability 7 Val 1 := 0 Ability 7 Val 2 := 0 Ability 8 Type := Resource Storage - Mineral Ability 8 Descr := Ability 8 Val 1 := 5000 Ability 8 Val 2 := 0 Ability 9 Type := Resource Storage - Organics Ability 9 Descr := Ability 9 Val 1 := 5000 Ability 9 Val 2 := 0 Ability 10 Type := Resource Storage - Radioactives Ability 10 Descr := Ability 10 Val 1 := 5000 Ability 10 Val 2 := 0 Ability 11 Type := Component Repair Ability 11 Descr := Ability 11 Val 1 := 1 Ability 11 Val 2 := 0 Ability 12 Type := Self-Destruct Ability 12 Descr := Ability 12 Val 1 := 0 Ability 12 Val 2 := 0 Ability 13 Type := Change Population Happiness – System Ability 13 Descr := Ability 13 Val 1 := 6 (This is a Huge Benefit and is equal to a small fleet over planet) Ability 13 Val 2 := 0 Ability 14 Type := Stop Nebulae Creator Ability 14 Descr := Ability 14 Val 1 := 0 Ability 14 Val 2 := 0 Ability 15 Type := Stop Black Hole Creator Ability 15 Descr := Ability 15 Val 1 := 0 Ability 15 Val 2 := 0 Ability 16 Type := Stop Star Destroyer Ability 16 Descr := Ability 16 Val 1 := 0 Ability 16 Val 2 := 0 Ability 17 Type := Resource Generation - Minerals Ability 17 Descr := Ability 17 Val 1 := 50 Ability 17 Val 2 := 0 Ability 18 Type := Resource Generation - Organics Ability 18 Descr := Ability 18 Val 1 := 25 Ability 18 Val 2 := 0 Ability 19 Type := Resource Generation - Radioactives Ability 19 Descr := Ability 19 Val 1 := 55 Ability 19 Val 2 := 0 Ability 20 Type := Phased Shield Generation Ability 20 Descr := Ability 20 Val 1 := 1000 Ability 20 Val 2 := 0 Name := Upgrade to Space Dock. Description := Should Upgrade to Space Dock for AI Balance integrety. Facility Group := Resupply Facility Family := 8 Roman Numeral := 0 Restrictions := None Pic Num := 35 Cost Minerals := 8000 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 1 Tech Area Req 1 := AI Balance Tech Tech Level Req 1 := 1 Number of Abilities := 7 Ability 1 Type := Plague Prevention - System Ability 1 Descr := Can generate unlimited supplies each turn for ships. Ability 1 Val 1 := 3 Ability 1 Val 2 := 0 Ability 2 Type := Supply Generation Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Cargo Storage Ability 3 Descr := Ability 3 Val 1 := 2000 Ability 3 Val 2 := 0 Ability 4 Type := Self-Destruct Ability 4 Descr := Ability 4 Val 1 := 0 Ability 4 Val 2 := 0 Ability 5 Type := Modify Reproduction - System Ability 5 Descr := Ability 5 Val 1 := 20 Ability 5 Val 2 := 0 Ability 6 Type := Fleet Training - System Ability 6 Descr := Ability 6 Val 1 := 1 Ability 6 Val 2 := 3 Ability 7 Type := Phased Shield Generation Ability 7 Descr := Ability 7 Val 1 := 300 Ability 7 Val 2 := 0 Name := Upgrade to Space Dock. Description := Should Upgrade to Space Dock for AI Balance integrety.. Facility Group := Resupply Facility Family := 8 Roman Numeral := 1 Restrictions := None Pic Num := 35 Cost Minerals := 6000 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 2 Tech Area Req 1 := AI Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Military Science Tech Level Req 2 := 2 Number of Abilities := 11 Ability 1 Type := Plague Prevention - System Ability 1 Descr := Can generate unlimited supplies each turn for ships. Ability 1 Val 1 := 4 Ability 1 Val 2 := 0 Ability 2 Type := Spaceport Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Supply Generation Ability 3 Descr := Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Ability 4 Type := Cargo Storage Ability 4 Descr := Ability 4 Val 1 := 3000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Change Population Happiness Ability 5 Descr := Ability 5 Val 1 := -1 Ability 5 Val 2 := 0 Ability 6 Type := Self-Destruct Ability 6 Descr := Ability 6 Val 1 := 0 Ability 6 Val 2 := 0 Ability 7 Type := Modify Reproduction - System Ability 7 Descr := Ability 7 Val 1 := 5 Ability 7 Val 2 := 0 Ability 8 Type := Fleet Training - System Ability 8 Descr := Ability 8 Val 1 := 1 Ability 8 Val 2 := 3 Ability 9 Type := Ship Training - System Ability 9 Descr := Ability 9 Val 1 := 2 Ability 9 Val 2 := 6 Ability 10 Type := Stop Close Warp Point Ability 10 Descr := Ability 10 Val 1 := 0 Ability 10 Val 2 := 0 Ability 11 Type := Phased Shield Generation Ability 11 Descr := Ability 11 Val 1 := 500 Ability 11 Val 2 := 0 Name := Upgrade to Space Dock. Description := Should Upgrade to Space Dock for AI Balance integrety., Facility Group := Resupply Facility Family := 8 Roman Numeral := 2 Restrictions := None Pic Num := 35 Cost Minerals := 5000 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 2 Tech Area Req 1 := AI Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Advanced Military Science Tech Level Req 2 := 1 Number of Abilities := 11 Ability 1 Type := Plague Prevention - System Ability 1 Descr := Can generate unlimited supplies each turn for ships. Ability 1 Val 1 := 5 Ability 1 Val 2 := 0 Ability 2 Type := Spaceport Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Supply Generation Ability 3 Descr := Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Ability 4 Type := Cargo Storage Ability 4 Descr := Ability 4 Val 1 := 4000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Change Population Happiness Ability 5 Descr := Ability 5 Val 1 := -2 Ability 5 Val 2 := 0 Ability 6 Type := Self-Destruct Ability 6 Descr := Ability 6 Val 1 := 0 Ability 6 Val 2 := 0 Ability 7 Type := Modify Reproduction - System Ability 7 Descr := Ability 7 Val 1 := 2 Ability 7 Val 2 := 0 Ability 8 Type := Fleet Training - System Ability 8 Descr := Ability 8 Val 1 := 1 Ability 8 Val 2 := 5 Ability 9 Type := Ship Training - System Ability 9 Descr := Ability 9 Val 1 := 2 Ability 9 Val 2 := 10 Ability 10 Type := Stop Close Warp Point Ability 10 Descr := Ability 10 Val 1 := 0 Ability 10 Val 2 := 0 Ability 11 Type := Phased Shield Generation Ability 11 Descr := Ability 11 Val 1 := 750 Ability 11 Val 2 := 0 Name := Upgrade to Space Dock. Description := Should Upgrade to Space Dock for AI Balance integrety,, Facility Group := Resupply Facility Family := 8 Roman Numeral := 3 Restrictions := None Pic Num := 35 Cost Minerals := 3000 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 2 Tech Area Req 1 := AI Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Advanced Military Science Tech Level Req 2 := 2 Number of Abilities := 12 Ability 1 Type := Plague Prevention - System Ability 1 Descr := Can generate unlimited supplies each turn for ships. Ability 1 Val 1 := 5 Ability 1 Val 2 := 0 Ability 2 Type := Spaceport Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Supply Generation Ability 3 Descr := Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Ability 4 Type := Cargo Storage Ability 4 Descr := Ability 4 Val 1 := 5000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Change Population Happiness Ability 5 Descr := Ability 5 Val 1 := -3 Ability 5 Val 2 := 0 Ability 6 Type := Self-Destruct Ability 6 Descr := Ability 6 Val 1 := 0 Ability 6 Val 2 := 0 Ability 7 Type := Modify Reproduction - System Ability 7 Descr := Ability 7 Val 1 := 1 Ability 7 Val 2 := 0 Ability 8 Type := Fleet Training - System Ability 8 Descr := Ability 8 Val 1 := 2 Ability 8 Val 2 := 8 Ability 9 Type := Ship Training - System Ability 9 Descr := Ability 9 Val 1 := 2 Ability 9 Val 2 := 15 Ability 10 Type := Stop Close Warp Point Ability 10 Descr := Ability 10 Val 1 := 0 Ability 10 Val 2 := 0 Ability 11 Type := Stop Open Warp Point Ability 11 Descr := Ability 11 Val 1 := 0 Ability 11 Val 2 := 0 Ability 12 Type := Phased Shield Generation Ability 12 Descr := Ability 12 Val 1 := 1000 Ability 12 Val 2 := 0 Name := Space Dock Description := A space port and supply hub combined in one large-scale facility. Facility Group := Resupply Facility Family := 8 Roman Numeral := 20 Restrictions := None Pic Num := 97 Cost Minerals := 5000 Cost Organics := 4000 Cost Radioactives := 8000 Number of Tech Req := 2 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Resupply Tech Level Req 2 := 1 Number of Abilities := 3 Ability 1 Type := Spaceport Ability 1 Descr := Includes spaceports with unlimited supplies. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Supply Generation Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Cargo Storage Ability 3 Descr := Provides 400 extra unit spaces on a planet. Ability 3 Val 1 := 400 Ability 3 Val 2 := 0 [ September 06, 2003, 20:20: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Is this due to the test procedure he is using, that you mentioned. Quote:
Quote:
The AI HW Cultural center is allready zero. Please, if you are also testing or make note of Max. Severity, then please use Events 4.b1 to base remarks. http://forum.shrapnelgames.com/images/icons/icon12.gif EVENTS 4.1b just >L-CLICK< for download [ September 06, 2003, 20:18: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
opps BRB
[ September 06, 2003, 20:18: Message edited by: JLS ] |
All times are GMT -4. The time now is 01:20 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.