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Re: AI Campaign => For a Challenging AI opponent
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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 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">JLS there is room to go to 90% Combat. This will allow more player tweaks http://forum.shrapnelgames.com/images/icons/icon7.gif I may need to drive my Psyco-Berserker stats up even higher http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: AI Campaign => For a Challenging AI opponent
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GLV, you are berserk enough http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 18, 2003, 20:29: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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In addition, I am sure Fyron can always use another hand now on the Adamant Team, and for sure you have been very instrumental with AIC over the months. Your experience would also be of value to Fyron in one capacity or another. http://forum.shrapnelgames.com/images/icons/icon7.gif JLS [ November 18, 2003, 21:43: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I recently started playing this mod in earnest. Some quibbles:
1) Some of the descriptions are off. For example, for the Light Carrier, "Large size makes base easier to hit in combat" should obviously be "ship" instead. Also, "Maneuverability decreases chance to hit targets" is a bit weird. Should be something like "Poor maneuverability decreases chance to hit targets". It would be nice too if the description for the Engineering Section mentioned that it is regenerative armor and how much it decreases maintenance. I had to look into the text files to find out. 2) Why are there extra tech levels in fields such as Construction, Colonial Development etc. that are never used? |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Thanks please send your reworked descriptions.
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by deccan:
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"Poor maneuverability decreases chance to hit targets" is a finer structured sentence. Thank you Deccan, consider it done. If you wish to help with any more Descriptions please feel free, it appears your English and literary Imagination is superior to that of mine, together we can do some house keeping for the next releases http://forum.shrapnelgames.com/images/icons/icon7.gif - - - Quote:
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Ended-opened Techs have been in and discussed with AIC since the beginning and many Players like an open tech and not knowing that there maybe still a prereq out there for advancement. http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 19, 2003, 15:51: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Furthermore, I think detailed stats ought to be given whenever possible. For example, as a legacy from Proportions, the descriptions of your Point-defense weapons give the precise amount of to-hit bonus. I think this is a very good thing, and lets player decide better how to use those components as he or she likes. |
Re: AI Campaign => For a Challenging AI opponent
Suggestions only. Use or not as you wish:
For Components.txt </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Name := Engineering Section Description := Ship's centralized engineering center where trained personnel coordinate maintenance and basic ship repair services. Name := Sick Bay Description := Ship's clinic. Provides basic medical services for the ship's personnel only. Name := Sick Bay I Description := Ship's medical bay. Provides medical services for the ship's personnel and emergency medical relief to friendly colonies. Name := Ram Scoop I Description := Collects loose hydrogen for combustion with solar energy to generate supplies for a ship. Name := Allegiance Subverter I Description := Psychic attack to mentally conquer the crew of the target vehicle. If the crew does not convert, it is unaffected. Will not work against Master Computers. Name := Medical Team I Description := Can cure and possibly prevent light medical emergencies. Name := Medical Team II Description := Can cure and possibly prevent moderate medical emergencies. Name := Medical Team III Description := Can cure and possibly prevent a medical crisis. Name := Medical Cure IV Description := Can cure level 4 plagues. Name := Medical Cure V Description := Can cure level 5 plagues.</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">For VehicleSize.txt </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Freighter Short Name := Starliner Description := A hull designed to transport cargo or large numbers of people and their belongings, Starliner Module is recommended for the transport of Population. Name := Starliner Short Name := Medium Starliner Description := A large hull designed to transport cargo or large numbers of people and their belongings, Starliner Module is recommended for the transport of Population. Name := Medium Transport Short Name := Medium Transport Description := For tasks too large for the ST. Name := Large Transport Short Name := Large Transport Description := For large-scale deployments of units or to transport large amounts of supplies or cargo across long distances. Name := Scout Short Name := Scout Ability 2 Type := Combat To Hit Offense Plus Ability 2 Descr := Good maneuverability increases chance to hit targets. Name := Escort Carrier Short Name := Escort Carrier Ability 3 Type := Combat To Hit Offense Minus Ability 3 Descr := Poor maneuverability decreases chance to hit targets. Name := Light Carrier Short Name := Light Carrier Ability 1 Type := Combat To Hit Defense Minus Ability 1 Descr := Large size makes ship easier to hit in combat. Name := TAC Fighter-S Short Name := Sml Tactical Fighter Ability 1 Type := Combat To Hit Offense Plus Ability 1 Descr := Excellent maneuverability increases chance to hit enemy targets in combat. Ability 2 Type := Combat To Hit Defense Plus Ability 2 Descr := Small size and excellent maneuverability decreases chance of being hit by enemies. Name := Small Fighter Short Name := Strat Fighter Sml Description := Fighter capable of inter-system sub-light travel. Name := Small Satellite Short Name := Small Satellite Ability 1 Type := Combat To Hit Offense Minus Ability 1 Descr := Lack of mobility increases difficulty of locking onto enemy targets. Ability 2 Type := Combat To Hit Defense Minus Ability 2 Descr := Lack of mobility increases chance of being hit by enemies. Name := Resupply Space Station Short Name := Supply Space Station Ability 3 Type := Supply Storage Ability 3 Descr := Immobility and large proportion of supply storage space makes this Resupply Station a poor platform for weapons. Ability 3 Val 1 := 20000 Ability 3 Val 2 := 0</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> |
Re: AI Campaign => For a Challenging AI opponent
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