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

Grand Lord Vito November 18th, 2003 09:27 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 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
</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

JLS November 18th, 2003 10:23 PM

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

Originally posted by Grand Lord Vito:
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
<font size="2" face="sans-serif, arial, verdana">I am still working the min Char% numbers, most results will average about the same return on reductions as in default se4, but with less actual reduction http://forum.shrapnelgames.com/images/icons/icon12.gif

GLV, you are berserk enough http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 18, 2003, 20:29: Message edited by: JLS ]

JLS November 18th, 2003 11:24 PM

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

Originally posted by Grand Lord Vito:
JLS I am going to combine Adamant and maybe other MODS
Is this ok with you and would you give me a hand with this?
<font size="2" face="sans-serif, arial, verdana">Actually GLV, I am already helping Fyron a little with his Adamant mod now, perhaps after Fyron and the Adamant team are finished; I may be able to lend a hand. However, any AIC or se4 specifics question; I will be happy to answer.

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 ]

deccan November 19th, 2003 11:52 AM

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?

deccan November 19th, 2003 10:56 PM

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

Originally posted by JLS:
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

<font size="2" face="sans-serif, arial, verdana">I'll see what I can do. No need for praises though. Do you prefer that I edit the data files directly or just send you reworked descriptions?

JLS November 19th, 2003 11:17 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks please send your reworked descriptions.

JLS November 20th, 2003 02:58 AM

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

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".
<font size="2" face="sans-serif, arial, verdana">Typo, Thanks http://forum.shrapnelgames.com/images/icons/icon12.gif

"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:

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.
<font size="2" face="sans-serif, arial, verdana">You have a point I will look into this. However, I do not know how textbook we want to get, after all this is just the se4 titles of some actions and the need to call that action from the se4.exe so se4 can work its mathematical wizardry. Truly, in this case there is no organic regeneration happening within the components. http://forum.shrapnelgames.com/images/icons/icon12.gif
- - -

Quote:

2) Why are there extra tech levels in fields such as Construction, Colonial Development etc. that are never used?
<font size="2" face="sans-serif, arial, verdana">Every release I mix some techs and AI files up a bit for flavor, I also believe that in most, but not all techs Players do not want to memorize the absolute Tech Paths.

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 ]

deccan November 20th, 2003 04:09 AM

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

Originally posted by JLS:
You have a point I will look into this. However, I do not know how textbook we want to get, after all this is just the se4 titles of some actions and the need to call that action from the se4.exe so se4 can work its mathematical wizardry. Truly, in this case there is no organic regeneration happening within the components. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">What was the rationale behind making it regenerative armor anyway? It's so small and you can only put in one per vehicle, so it hardly seems to make a difference. I was annoyed for a while, because I somehow got it into my head that this was a "Repair 1 component per turn" component so I thought it was pretty cool and put it in all my ships.

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.

deccan November 20th, 2003 10:02 AM

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">

JLS November 20th, 2003 03:13 PM

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

Originally posted by deccan:
Suggestions only. Use or not as you wish:

For Components.txt

For VehicleSize.txt

<font size="2" face="sans-serif, arial, verdana">Thanks Deccan this is good stuff, revising v4.11 to your text descriptions now.


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