.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   AI Campaign => For a Challenging AI opponent (http://forum.shrapnelgames.com/showthread.php?t=8703)

QBrigid November 16th, 2003 11:14 PM

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

Originally posted by QBrigid:
If we organize the Cultures by the general values, maybe this will help.
<font size="2" face="sans-serif, arial, verdana">The Combat aspect of se4 is also very important.

Name := Berzerkers
Production := -5
Research := -10
Intelligence := -10
Trade := -20
Space Combat := 10
Ground Combat := 10
Happiness := 3
SY Rate := -3
Repair := -1

Name := Warriors
Production := -5
Research := -5
Intelligence := -15
Trade := -10
Space Combat := 5
Ground Combat := 20

Name := Renegades
Production := -5
Research := -5
Intelligence := 5
Trade := 5
Space Combat := 5
Happiness := 4
Maintenance := 3
SY Rate := 0
Repair := 4

Name := Politicians
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3

[ November 16, 2003, 21:19: Message edited by: QBrigid ]

QBrigid November 16th, 2003 11:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS if we add some research to the Artisans, other then the Xenophobes and Politicians, this will give an alternate choice for Science. A little combat on the Xenophobes would not hurt http://forum.shrapnelgames.com/images/icons/icon12.gif

I have never played PBW and I am playing my first multiplayer se4 game with GLV and his freinds but the way I understand PBW, many Human Players do not enter agreements with each other, so added combat for the Xenophobes could induce players for this Culture.

Name := Scientists v4.11
Description := The majority of the given population are devoted to scientific endeavors.
Production := -5
Research := 15
Intelligence := -15
Space Combat := -5
Ground Combat := -5

Name := Politicians v4.11
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3


I suggest:

Name := Artisans
Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy.
Production := 0
Research := 5
Ground Combat := -10
Happiness := 8

Name := Xenophobes
Description := A culture which has no desire for interaction with other cultures. They desire to remain apart and distinct from the rest of the galaxy.
Research := 5
Intelligence := 5
Trade := -20
Space Combat := 5

[ November 16, 2003, 21:37: Message edited by: QBrigid ]

QBrigid November 16th, 2003 11:44 PM

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

Originally posted by Grand Lord Vito:
up against the AIC Ulkra-Tul AI Player with that large destroyer fleet of se4 Parasite seeker missiles
I shriek at the sound of the incoming AIC Sergetti or Terran light missiles and se4 Drones fired by the AI players.
<font size="2" face="sans-serif, arial, verdana">They will murder you http://forum.shrapnelgames.com/images/icons/shock.gif

gosho mladenoff November 17th, 2003 01:08 AM

Re: AI Campaign => For a Challenging AI opponent
 
I'm not sure the AI needs more options, because they always come on strong. ( I end up cheating by trading for techs and ships just to stay even ) but it gives more flavour and choices to a human player to let it choose to equip its ships with missile racks or sprint missiles (DF)so as to do some damage to a fleet that heavily outnumbers you. heavy or LR missiles used to pound a fleet while maintaining standoff distance. missile PD for slow firing but highly accurate PD systems...

Devnull's give's a baseline for these systems but my personnal feeling is that:

sprint missiles: 1/2 capital ship damage 1/2 range DF or speed 30

LR or Heavy missiles : x2 weight, x1.5 damage and 1.5 range and 1.5 resistance

Missile Racks: x3 damage and resistance, reload 30

PD Missile: accuracy +40 reload 2 or 3 damage +30 or +40


ggm

JLS November 17th, 2003 02:24 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thank You, gosho mladenoff http://forum.shrapnelgames.com/images/icons/icon7.gif

With Fyron’s permissions and by the additions of Fyron Quads to AIC fulfills Fyron’s goals and intentions for FQM. The same also applies with PvK’s Culture add-on and both are a hugh asset for AI Campaign and Space Empires.
However, Devnull is a supported and well-maintained Mod. Rollo and the Devnull team have invested much. It would not be fair to the Devnull creators to assimilate their works or concepts and this certainly would not be of good character on my part...

= = =

In regards to Missiles not holding up in the se4 mid to end game; I believe is the desired philosophy and doctrine of the se4 creators. Many others share in this game play philosophy for LR Missile obsolescence, with the emergence for the current se4 mid-game SR Fighter Rocketry and the in-game Player designable Long Range Drones.

You may find that the currant se4 small to large Drone with LR Missiles or PvKs light Missile platform design, although not a fighter; may be more resilient and pack more options for you, then the se4 fighters. Best of all, this is dependent on your design and your set strategy and purpose http://forum.shrapnelgames.com/images/icons/icon12.gif


Giving the AI a few more Weapons or Facility options is usually never a problem for the AI Players http://forum.shrapnelgames.com/images/icons/icon12.gif
We all will explore some additional missile and missile platform design options for AIC. If you have any ideas for any Components or Facilities that is not a direct (se3/4) product of any other active designer, and anyone would like to add this to AI Campaign, please post the design here.
Chances are it will be in a future release.
http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS

[ November 16, 2003, 14:37: Message edited by: JLS ]

gregebowman November 17th, 2003 03:23 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?

Fyron November 17th, 2003 04:22 AM

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

With Fyron’s permissions and by the additions of Fyron Quads to AIC fulfills Fyron’s goals and intentions for FQM. The same also applies with PvK’s Culture add-on and both are a hugh asset for AI Campaign and Space Empires.
However, Devnull is a supported and well-maintained Mod. Rollo and the Devnull team have invested much. It would not be fair to the Devnull creators to assimilate their works or concepts and this certainly would not be of good character on my part...
<font size="2" face="sans-serif, arial, verdana">Are you saying that FQM is not a supported or well-maintained mod? http://forum.shrapnelgames.com/images/icons/tongue.gif

Actually... it would not in any way be of bad character... the ideas are posted freely to be used.

Fyron November 17th, 2003 04:25 AM

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

I have never played PBW and I am playing my first multiplayer se4 game with GLV and his freinds but the way I understand PBW, many Human Players do not enter agreements with each other, so added combat for the Xenophobes could induce players for this Culture.
<font size="2" face="sans-serif, arial, verdana">Yes they do... most players sign trade and research alliances with everyone they meet, as soon as they meet them!

Quote:

Originally posted by gregebowman:
JLS,

Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?

<font size="2" face="sans-serif, arial, verdana">Check out the component "weapon" mounts.

[ November 17, 2003, 02:26: Message edited by: Imperator Fyron ]

gosho mladenoff November 17th, 2003 04:31 AM

Re: AI Campaign => For a Challenging AI opponent
 
______________________________________________
Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?
_________________________________________________

The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..

ggm

JLS November 17th, 2003 04:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
gosho mladenoff if you have a specific design that is yours that you would like to contribute to AIC, please post a semi to completed Version and we all would be very happy to test it.

I am sure Devnull's sprint missiles, LR or Heavy missiles, Missile Racks, and PD Missile work awesome in Devnull and please post the accolades on the Devnull thread, I am sure this would be appreciated.

Again if you are implying that I should use another designers work with out their permissions this is nonsensical, plagiaristic and a total disregard for there intellectual abilities. In regards to specific data from other MODs to include Rollo’s labor and concepts, I do believe to maintain integrity you would need his expressed permission to offer any of Devnull’s labors and concepts to others.

= = =

Please consider this, if an active mod designer is constructing a mod and communicating openly on the forum with the players of that mod or release a beta or Versions for others to test, this is not a warrant or affirmation for others to take the ideas. If so I would include all of the fine and uncompleted Adamant data in AIC or the Completed Data from AST Star Trek MOD and say (WOW look at my MOD and my labor). And then insist that Fyron post my (rip-off) on the MMs web site and SpaceEmpires.net with the MOD info; I supply. When in fact all I did was copy and paste much of his data with some title changes and with little intellectual thought.

Sure, I can say some credit here belongs to Fyron; however, what will be true and realistic is Fyron’s motivations will deteriorate on the continuance of his works if others continue to rip off his Ideas without his expressed permissions.

I hope you understand what I am attempting to say here http://forum.shrapnelgames.com/images/icons/icon7.gif


All times are GMT -4. The time now is 02:15 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.