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

JLS November 20th, 2003 04:11 PM

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

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.
<font size="2" face="sans-serif, arial, verdana">It is still a good idea to put the Engineering Section on most your ships http://forum.shrapnelgames.com/images/icons/icon12.gif and most Players really do like the AIC Engineering Section http://forum.shrapnelgames.com/images/icons/icon7.gif

The right-click for existing description.
Name := Engineering Section I
Description := Ships centralized operations center where trained personal carry out ship and tasked operational services.
Damage Resistance := 45

.Damage Control.
.Increases Ships maintenance efficiency.

Perhaps adding {combat} with damage control may be more applicable, but then again not. The engineering section also may take the initial blunt of {movement} thru some sectors, asteroids, storms, and warp points that will offer your ship damage as a toll for the right of passage.

I do like your descriptions. However “basic ship repair services” can not apply to the Engineering Section since the engineering section does not make repairs.
“Damage Control” at least as of now, seems the most applicable.

However, “basic ship repair services” makes a nice fit towards the AIC:

Name := Repair Bay Compartment I
Description := Component fits on most ship hulls and repairs other ships in space.
."Basic ship repair services" of 3 components per turn.
. Installs on any ship.
. Do to logistics, Efficiancy loss.
.Operations results in less defenses.


Quote:

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.
<font size="2" face="sans-serif, arial, verdana">Agreed for the most part http://forum.shrapnelgames.com/images/icons/icon7.gif

Right-Click AIC Point defense Cannons you will notice +nn to hit there http://forum.shrapnelgames.com/images/icons/icon12.gif

AIC also goes with a –to hit on early beam and some torp weapons, perhaps a mention of “newly prototyped weapon targeting result in a -2 to-hit”.
However, the exact numbers to me still seem way to textbook, with v4.11 we have inserted for most beam weapons “~newly prototyped weapon targeting results in a slight decrease in targeting”.
AMT “~prototype results in a moderate decrease in targeting”
NS weapons "~prototype results in a moderate decrease in targeting
Etc.

AIC will have a plus to hit on most higher level beam and torpedo weapons, so I have yet to devise a descriptive phrase for the plus levels. Any ideas on a few descriptive phrases?

[ November 20, 2003, 14:24: Message edited by: JLS ]

Alneyan November 20th, 2003 04:54 PM

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

Originally posted by JLS:
AIC will have a plus to hit on most higher level beam and torpedo weapons, so I have yet to devise a descriptive phrase for the plus levels. Any ideas on a few descriptive phrases?
<font size="2" face="sans-serif, arial, verdana">A few random ideas:

"An improved firing system results in a slightly more accurate weapon." "This weapon reduced recoil when firing results in slightly more accurate attacks." For low bonuses.
"This weapon access to sensors data gives it a better accuracy than average." "Basic heat based targetting means this weapon is more likely to hit its target." For average bonuses.
"Tiny computer chips built in on this weapon makes it much more accurate." "Advanced targetting systems allow this weapon to track its target, resulting in a much improved accuracy." For the best bonuses.

Or for weapons with a rate of fire greater than one: "The delay before firing allows this weapon to be slightly/more/much more accurate than average." "The slower rate of fire allow targetting systems to calculate a slightly/more/much more precise trajectory."

Here you are. http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg November 20th, 2003 05:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs http://forum.shrapnelgames.com/images/icons/shock.gif Boring !!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Alneyan November 20th, 2003 05:41 PM

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

Originally posted by oleg:
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs http://forum.shrapnelgames.com/images/icons/shock.gif Boring !!! http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Oh, then, you could try to see if the Declare War option is really working. A war on ten fronts is an appealing prospect, isn't it? http://forum.shrapnelgames.com/images/icons/icon12.gif I tend *not* to do too much diplomacy with the AI for this reason, they are too easy to abuse for my liking. (Especially in mods other than AIC, where I can consider Non-Aggression treaties) And you don't have to fear an AI betrayal that way, if you are a paranoiac race.

Obviously, in multiplayer, it is definitively a whole different story. Here diplomacy rules as queen, or bullying and threatening, depending on your Empire. Who said I belong to the latter Category? *Smirks*

QBrigid November 20th, 2003 06:05 PM

Re: AI Campaign => For a Challenging AI opponent
 
Is the code used by deccan effecting my browser?
He will have to add some returns or just post it in text.

Fyron November 20th, 2003 06:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes, but it will only be an issue while that post is on the first page. http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid November 20th, 2003 06:15 PM

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

Originally posted by oleg:
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs http://forum.shrapnelgames.com/images/icons/shock.gif Boring !!! http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">The Violent psycos declare wars in my game.

But I think JLS has set the declare war value high for other races in the Last release so they will not commit to a full game at war but they will get very angry and break treaty negotians but there is always a chance they will become freinds much latter.

I like this approach but I tend to agree with you Oleg the Psycos should be a little more psyco http://forum.shrapnelgames.com/images/icons/icon12.gif

QBrigid November 20th, 2003 06:17 PM

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

Originally posted by Imperator Fyron:
Yes, but it will only be an issue while that post is on the first page. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Thanks Fyron, it looked a little weird http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid November 20th, 2003 06:21 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
_____________________

Thanks Deccan this is good stuff, revising v4.11 to your text descriptions now.
<font size="2" face="sans-serif, arial, verdana">Awesome, deccan http://forum.shrapnelgames.com/images/icons/icon6.gif

[ November 20, 2003, 16:22: Message edited by: QBrigid ]

QBrigid November 20th, 2003 06:28 PM

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

Originally posted by Alneyan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JLS:
AIC will have a plus to hit on most higher level beam and torpedo weapons, so I have yet to devise a descriptive phrase for the plus levels. Any ideas on a few descriptive phrases?

<font size="2" face="sans-serif, arial, verdana">A few random ideas:

"An improved firing system results in a slightly more accurate weapon." "This weapon reduced recoil when firing results in slightly more accurate attacks." For low bonuses.
"This weapon access to sensors data gives it a better accuracy than average." "Basic heat based targetting means this weapon is more likely to hit its target." For average bonuses.
"Tiny computer chips built in on this weapon makes it much more accurate." "Advanced targetting systems allow this weapon to track its target, resulting in a much improved accuracy." For the best bonuses.

Or for weapons with a rate of fire greater than one: "The delay before firing allows this weapon to be slightly/more/much more accurate than average." "The slower rate of fire allow targetting systems to calculate a slightly/more/much more precise trajectory."

Here you are. http://forum.shrapnelgames.com/images/icons/icon12.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">How do you guys come up with this stuff.


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