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Re: AI Campaign => For a Challenging AI opponent
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For example if the robo mounts are to productive or any other enhancement will change the balance of Solitaire, then all we have to do is keep it in AIC multiplay http://forum.shrapnelgames.com/images/icons/icon12.gif “make an engine mount and all of a sudden fuel is no longer a worry” I do not see how this is a playable enhancement if it is acquired to early in the game. However, if it is well received and is out around the same time as reactors; then why not http://forum.shrapnelgames.com/images/icons/icon6.gif In addition, we would have a starting optional trait for (Deathstalkers Comp enhancements)D-Comp for any items that are neat and fun, but may allow to many advantages over the AI. With a group of us testing with Deathstalkers lead; I know we will do good things. http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 21, 2003, 13:22: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Taera post is right on, and is also similar to that of the v4.0 and v4.01 AI; the non-Violent and non-Psychotic races could always have a more stable attitude. Furthermore, if the Human or the Violent AI Player wants to mix it up with a relatively peaceful Player, then let the games begin.
However, as Oleg and others have mentioned the Violent races should tend to lean towards a Violent and not-so peaceful solutions to their goals and thru the frustrations, over time may pull them towards the violent means http://forum.shrapnelgames.com/images/icons/icon12.gif Psychotic races will be expected to be Psyco in all actions, more so after the first 50 turns http://forum.shrapnelgames.com/images/icons/shock.gif Aggressive Races in AIC have the AI doctrine towards colonization, (this is similar to the Human Player that desires to build Colony Ship after Colony ship to the eventual dismay of others http://forum.shrapnelgames.com/images/icons/icon12.gif and the politics and attitudes are more of a derivative from the Culture… Example: Merchant, Schemers etc, Xenophobes for the most part will take their time with treaty conceptions. However, I finally conceded to the first 50-turn option in AIC v4.0 by modifying the chance somewhat so players may explore beyond that Xenos boundaries. After the first 50 turns, the Races will loose this plus-friendly modifier http://forum.shrapnelgames.com/images/icons/icon12.gif This is somewhat ok. However, the main draw back is the Amonkrie; this is an Honorable race, so once in agreements, it is tough for them to morally break a treaty. Some players have expressed their desire to loose the first 50 modifier on the Xenos? But this may lead to in game road blocks. Renegades when in the right situation will require tributes to remain in their good graces and should not be trusted. Schemers never can be trusted. Warriors are a balance between Honorable and Violent. Politicians, Traders and Merchants desire Trade, Research and refueling privileges and may ask for partnerships more then any other race. Impulsive also will require the setting to exasperate some impulsive actions as break treaties etc. and a closer declare war trigger that may be their downfall in the end, as is in the real world with impulsive leaders that have always brought calamity to their civilization. The AI settings file along with anger and the final Political file are perfect tools for setting the trim. Traits, Cultures, Demanor and the Race designers notes are all part of that AI's makeup http://forum.shrapnelgames.com/images/icons/icon7.gif = = = = = = = = Also to say, your next AIC game the AI with the possible exception of the Psychotic Races, will in all probability not display the same attitudes from the AI inter-politics thru-out; as your Last encounter http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 21, 2003, 15:04: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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AI Campaign V4.11 ~ November 21, 2003 ================================ Features Fyron’s FQM add-on ~Fyron, Pathfinder, QB CONCEPTUAL: Reduced Repair Component upkeep for Multiplayer option. COMPONENTS: Improved accuracy for many (high level) beam and torpedo weapons ~Oleg, GLV Medical Teams II at Med tech 1 ~Oleg Added (tiny) Planet creator ~QB Gosho Mladenoff suggested Devnull additions: Sprint Missile ~Rollo and Devnull Mod, GM Missile Pods ~Rollo and Devnull Mod, GM Heavy Bombardment Missile ~Rollo and Devnull Mod, GM TECH: Raised Stellar Manipulations Tech Cost Reduced Colonizer Tech Research ~QB Added External Mount Missile Weapons ~GM, Rollo VEHICALS: Orbital Resource extraction Station NOTES: Many much improved item descriptions ~Deccan Human Player Empire files for all races. AI Player Empires files are in the Extras folder. Orbital Resource Station will probably be just in Multiplayer Resupply Base although unlikely, also may be moved to multiplayer Most AI general files completed. Some beta AI player tweaks for FQM add-on. Gosho Mladenoff is presently testing new AIC designs that may be ready for the next release. Other players are contributing new Components and Facility designs. We will hold off on the AI design and research tweaks until the new designs are finished and tested. - - - - - - - - - - - - - - - - - - - - - - - - - AIC v4.11 complete with FQM add-on = 4.67 MB AIC v4.11 upgrade files with FQM add-on = 1.25 MB = = = = = = = = = = = = = = = = ((> ALL AIC DOWNLOADS <)) = = = = = = = = = = = = = = = = [ November 22, 2003, 04:53: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
AIC v4.11 Notes:
What is supplied with the initial AIC v4.11 download, is a lite image folder that consists of about a dozen FQM nebula images, Nova and black hole. A separate optional add-on download for the complete 70+meg FQM images will be available for download at the AI Campaign web site next week. This will be an automatic AIC install. FQM included will be: All 34 nebulas All 4 novas Black hole 3 Starmap optional - - - New Devnull Missile Systems and the new AIC Orbital Resource extraction Station will need to be tested and tweaked to the players liking. [ November 22, 2003, 00:25: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
GM did a real nice job with the initial Missile set.
Some how I messed up the initial upload of the Bombardment Missile, there is a 52k Component upgrade file at the site below. This file will NOT break a v4.11 saved game; this file will be constantly updated as tweaks and other items are added. http://forum.shrapnelgames.com/images/icons/icon12.gif ((> AIC 4.11a Missiles <)) JLS [ November 22, 2003, 06:33: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks !!!
FQM-sparse is a joy ! So many asteroids, so loittle time http://forum.shrapnelgames.com/images/icons/icon7.gif I think Drushoka is in big trouble however - moons with atmospheres kills the advantage of atmosp-none. Restricted planetary expl finishes them off http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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I will have a few replacement AI players in the near future http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 22, 2003, 07:43: Message edited by: JLS ] |
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