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Re: AI Campaign => For a Challenging AI opponent
Take a closer look at the anger file. This one, i believe, is fairly expansive to allow different types of races.
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Re: AI Campaign => For a Challenging AI opponent
All towed Missiles have a structure with less then 10kt as not to be an armored distraction from actual in-ship damage http://forum.shrapnelgames.com/images/icons/icon12.gif
The bombardment missile was released as a towed Missile with a tonnage of 20kt and the Missile Pods has a 10kt Tonnage and use none of the Ships supply. ((> AIC 4.11a Missiles <)) If it is desired to raise the Bombardment missile to 100kt tonnage with less restrictions. However, I was under the impression there was a heavy Missiles still in the works, GM http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif - - - - Quote:
[ November 22, 2003, 16:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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I really would like to see higher seeker damage resistance for rhese one-shot missile. Otherwise they are useless, especially in strategic combat - AI is hopeless http://forum.shrapnelgames.com/images/icons/icon7.gif Two-per ship limits the abuse of bombardment missiles anyway. |
Re: AI Campaign => For a Challenging AI opponent
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I must admit, I have been tempted to increase the Per Attack Location to 2 and a few Psychos too 3. The Psychos in AIC are currently 2. However, if we set the other races too 2; this may tend to draw them into conflicts with the other AI Players early, and then loose some focus on the Human Players http://forum.shrapnelgames.com/images/icons/icon12.gif = = = Other then: Per Attack Location, Per No Treaty Ship, Per Ally, Per Enemy Ship. Minimum Anger, Regular Decrease, Mega Evil Empire. Intelligence Against Us and the 6 Combat with the player results. The remaining anger values are primarily message driven. REFERENCE se4 AI anger file </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Per Attack Location := 2 Per No Treaty Ship := 0 Per Ally Ship := 0 Per Enemy Ship := 0 . Minimum Anger := 0 Regular Decrease := -3 Mega Evil Empire := 50 . Combat Attacking Won := 3 Combat Attacking Lost := 10 Combat Attacking Stalemate := 0 Combat Defending Won := 3 Combat Defending Lost := 15 Combat Defending Stalemate := 0 . Intelligence Against Us := 5 . Receive General Message := 0 Receive Propose Treaty := 0 Receive Accept Treaty := -3 Receive Refuse Treaty := 10 Receive Offer Counter Treaty Proposal := 0 Receive Break Treaty := 10 Receive Declare War := 20 Receive Propose Trade := 0 Receive Accept Trade := 0 Receive Refuse Trade := 5 Receive Offer Counter Trade Proposal := 0 Receive Give Gift := -3 Receive Accept Gift := 0 Receive Refuse Gift := 5 Receive Offer Tribute := -3 Receive Accept Tribute := 0 Receive Refuse Tribute := 5 Receive Want a gift := 10 Receive Want a tribute := 10 Receive Demand your surrender := 20 Receive Remove your ships from system := 5 Receive Remove your colonies from system := 5 Receive Leave planet := 5 Receive Stop hostile actions against empire := 5 Receive Break treaty with empire := 5 Receive Declare war on empire := 0 Receive Make peace with empire := 0 Receive Support us against another empire := 0 Receive Attack empire in system := 0 Receive Attack planet := 0 Receive Stop espionage activities := 0 Receive Stop sabotage activities := 0 Receive Stop attacks in system := 0 Receive Surrender := 10 Receive Grant independence to colony := -5 Receive Demand / Request / Warn := 0 Receive Accept Demand/Request := -5 Receive Refuse Demand/Request := 5 </pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> [ November 22, 2003, 17:26: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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A Light missile system designed to maximize rate of fire. Weapon Seeker Dmg Res := 3, 4, 5, 5, 6 AIC pre v4.11 Light Missile System Weapon Seeker Dmg Res := 4, 5, 6, 7, 8 AIC v4.11 Missile Rack Light Missile system designed to maximize rate of fire. Weapon Seeker Dmg Res := 2, 2, 3, 3, 3, The current Missile package values are presented with the consideration to the advent of the new Sprint and other Missiles. In addition, it may be wise to err in caution. After some in-game saturation tests we will rework the numbaers http://forum.shrapnelgames.com/images/icons/icon12.gif Agreed Oleg, the Terran AI Players current design may require more Missile Racks with some new Sprint Missiles to saturate the target areas Point defense. Moreover, this will be so; when you guys have all the Missile designs tweaked for their tasks http://forum.shrapnelgames.com/images/icons/icon7.gif Please consider the eventual total Missile package and how they may complement each other, and we must try not to make any one system a clear use all System, IMO. [ November 22, 2003, 16:31: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I am concern about heavy one-shot missiles like bombardment missiles. They MUST have strong resistance. From my experience, the first round of missile fire rarely reach target - fleets are compact, PD is not distracted by fighters or light missiles. Also, there is no guarantee whatsoever strategic AI will target ships that could be reach in the end. Most earlier misslies salvos are wasted IMHO. Heavy external missiles MUST have heavy resistance to be of any use IMHO.
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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Mostly very minor tweaks Fyron, nothing that really is worth highlighting.I need much more familiarity of the AIC AI’s perception of the FQM quads and then lock into some hard changes.
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Re: AI Campaign => For a Challenging AI opponent
About apparently missed Posts: did you read the few phrases I thought of about bonuses to accuracy? You didn't reply to these suggestions, was it a mere overlook or you simply don't like these? http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Alneyan, I new I would not get this past you http://forum.shrapnelgames.com/images/icons/icon10.gif
I really did not want to add too much to the descriptions so I have a bogus ability set up for just this with a R-Click and just yours and deccans phrases. However, I decided to hold off until the next release, with all the Component testing next month. [ November 22, 2003, 16:49: Message edited by: JLS ] |
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