.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)

Grand Lord Vito November 17th, 2003 10:53 PM

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

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..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.
<font size="2" face="sans-serif, arial, verdana">I never read the readmes either http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 17th, 2003 10:59 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures http://forum.shrapnelgames.com/images/icons/icon12.gif Imo

gregebowman November 17th, 2003 11:01 PM

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

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
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..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.

<font size="2" face="sans-serif, arial, verdana">I never read the readmes either http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I guess it does pay to do so. I've downloaded quite a few mods lately, so it's hard to keep track of what mod does what.

oleg November 17th, 2003 11:02 PM

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

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
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..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.

<font size="2" face="sans-serif, arial, verdana">I never read the readmes either http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Me either ! http://forum.shrapnelgames.com/images/icons/icon7.gif In fact, I post exactly the same question about the UNGODLY LARGE colony modules not long time ago. Very confusing for rush neads http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 17th, 2003 11:08 PM

Re: AI Campaign => For a Challenging AI opponent
 
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something. http://forum.shrapnelgames.com/images/icons/icon12.gif

The large Colonizer moduale is for Large Transports and larger ships for the players to devise there own strategy with.

[ November 17, 2003, 21:11: Message edited by: Grand Lord Vito ]

oleg November 17th, 2003 11:12 PM

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

Originally posted by Grand Lord Vito:
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Exactly ! Balancing player score was the prime reason for the seemingly counterintuative designs for colony ships and starliners. JLS obviously hoped we will read READ.ME before complaing. How wrong he was http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 17th, 2003 11:16 PM

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

Originally posted by oleg:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Grand Lord Vito:
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Exactly ! Balancing player score was the prime reason for the seemingly counterintuative designs for colony ships and starliners. JLS obviously hoped we will read READ.ME before complaing. How wrong he was http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif LOL http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS November 18th, 2003 03:55 PM

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

Originally posted by QBrigid:
Maybe 95 for combat char min. I feel that 99 will reduce our role playing options.
<font size="2" face="sans-serif, arial, verdana">Agreed, 99 was just an example however.

Quote:

Originally posted by Grand Lord Vito:
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
<font size="2" face="sans-serif, arial, verdana">Agreed, I am just going to have the se4 default Cultures as the alternative to PvKs Culture Mod.

As with v3.02 and now with v4.11 most Culture values will be based on se4 Characteristic points or double points with an combined offensive and defensive value like combat, with the players feed back on the strengths and weakness of the Cultures and how the AI is perceived to be balanced in the end. http://forum.shrapnelgames.com/images/icons/icon12.gif

Reference
>Value Point Structure towards v4.11<
Production := 7
Research := 5
Intelligence := 2
Trade := 2
Space Combat := 10
Ground Combat := 2
Happiness := 3
Maintenance := 7
SY Rate := 3
Repair := 1

[ November 18, 2003, 16:56: Message edited by: JLS ]

JLS November 18th, 2003 04:04 PM

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

Originally posted by oleg:
JLS obviously hoped we will read READ.ME before complaing. How wrong he was http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 18, 2003, 14:05: Message edited by: JLS ]

Grand Lord Vito November 18th, 2003 07:30 PM

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

Originally posted by Imperator Fyron:
If you want to use ideas from Adamant, go right ahead. Just list me in the credits
<font size="2" face="sans-serif, arial, verdana">JLS I am going to combine Adamant and maybe other MODS with AIC so there AI will be more like AIC in:
Plagues
Economics
Planetary Bombardment
Finite Economics
Planet Capture
Planet defense
Tactical Fighters
Minefields
Multi-player handicapping
Improved event frequency
AIC Diplomacy

Is this ok with you and would you give me a hand with this?

[ November 18, 2003, 18:58: Message edited by: Grand Lord Vito ]


All times are GMT -4. The time now is 09:42 AM.

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