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Re: AI Campaign => For a Challenging AI opponent
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There will probably have to be some combination of shield generation, shield regeneration, emissive ability, and fairly high tonnage structure. The structure shouldn't be too high, though, because it shouldn't outstrip the protection of armor--after all, the point of the component is to survive. http://forum.shrapnelgames.com/images/icons/icon7.gif I seem to recall such a component being discussed in a thread a while back, but I can't find it right now. |
Re: AI Campaign => For a Challenging AI opponent
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I will get started on your suggested design and get in test for the mourning. Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 12, 2003, 00:54: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
i am having a problem with the files you sent me. if i start a game with medium or high level technology then i dont get cultural centers i get mining expedition I's, Rad expedition and farm settlement. if i start with low technology then i get cultural centers. i do however get the temporal cultural centers regardless of what level of tech i start with.
edit: i normally start with a low tech game so i dont know if this was happening in previous Versions or not. but in this case since i wanted to create fully researched base and ship components i tried a high tech game. i am playing a organic temporal race. i double checked to make sure i had selected the required human tech since that is a requiremnt of the cultural center and i had done that. [ April 12, 2003, 02:16: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
All set, file on the way...
Nice Job, Thanks http://forum.shrapnelgames.com/images/icons/icon12.gif [ April 12, 2003, 02:22: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
i am at work and have no way of downloading at this time. is it a simple fix that i can just edit my copy?
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Re: AI Campaign => For a Challenging AI opponent
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There by breaking the Organic, Psychic and Crystal Culture Centers. Temporal Cultural Centers gives you a small Research Bonus that is why that Loaded. You should be all set for Low and Medium Starts now, with this change. Please edit your Tech File to this setting: Name := Construction Group := Theoretical Science Description := The science of constructing buildings and City Centers. Maximum Level := 6 Level Cost := 10000 Start Level := 0 Raise Level := 0 Racial Area := 0 Unique Area := 0 Can Be Removed := False Number of Tech Req := 0 File is already in the Mail. Thanks, again http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 12, 2003, 02:53: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
thanks. have done. playing now.
edit: tried a high start and now i dont even get the temporal cultural centers. all i get are the mining exp, rad exp, and farm settlement, i dont even get the temporal cultural center. on the medium tech start it still same problem but i do get the temporal cultural center. i will just wait until i get home. i will reload AICampain and copy the patch you sent. [ April 12, 2003, 02:58: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
just checked in v2.02 and it was the same way with high and medium tech starts. i will check v2.01 when i get home also. plus try installing the patch you sent.
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Re: AI Campaign => For a Challenging AI opponent
Desdinova.
You defiantly found a bug for Medium Tech starts, that was in all previous AIC Versions that would effect Human Player. http://forum.shrapnelgames.com/images/icons/icon7.gif The fix I posted or the File I sent you will defiantly resolve your Medium Tech Start Situation in loading Culture Centers and we will no longer have Resource Facilities as a problem; in a Low or Medium Tech Starts. If after the new Tech file install and you are still experiencing trouble: 1: Please Reinstall the Full Version of AI Campaign that you have, so we will start fresh. 2: Then please install the 2.02 FILES update, this will add the new AI files. 3: Then please overwrite the DATA files with 2.03p Beta update. 4: Then overwrite with the Tech File Fix I sent you Last night. I am curious what you think about the new, Base Repair Station component? ~ Please Note: At this time, with MOST MODs that have Cultural Center designs; we do not recommend to Play a game in the High Tech start mode… But I may be able to fix this, I will take a look at it. http://forum.shrapnelgames.com/images/icons/icon12.gif [ April 12, 2003, 17:45: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Now that the Cultural Centers are Loading normal with the beta 2.03p tech fix and after we resolve the new Base Repair Station for 2.03, we can take a look at the need to Balance the type CC that is loaded for a Dual Race Class.
In Finite Play: Imperial Trade from the Different Cultures really can make the difference in Cities and the various Large Culture Centers http://forum.shrapnelgames.com/images/icons/icon12.gif Since {RADs} are the first resource to be depleted, we have to be sensitive to that. Organics from mother Planet, are very easy to accumulate and do not deplete near as fast (if at all) as all other recourses. So for Races: Organic + Temporals (Perfect). There should be about 50% Basic CC's, 30-40% in Temporal CC's for the (Imperial Trade in RADS) and 10% Agrarian Culture Centers. Psychic + Temporals, Perfect Psychic + Crystalline, Perfect Organic + Psychic, Looks good. Organic + Crystalline, YUK, Added more Crystalline CCs for v2.03 Psychic + Crystalline , Looks ok, but added more Crystalline CC for v2.03 Beta v2.03 Facility File, on the way. [ April 12, 2003, 17:37: Message edited by: JLS ] |
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