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

Fyron September 6th, 2003 09:19 PM

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

Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -1
Ability 5 Val 2 := 0
<font size="2" face="Verdana, Helvetica, sans-serif">You do realize this is mean, right? Making their planets unhappy. http://forum.shrapnelgames.com/images/icons/tongue.gif Also, if ANY happiness bonus facility is in the system, this negative value will be superceded. Only the best happiness bonus is used. Negatives for the planet-only one do work (unlike the system-wide one), but they are easily made null.

JLS September 6th, 2003 09:31 PM

Re: AI Campaign => For a Challenging AI opponent
 
Excellent Fyron
http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Originally posted by Imperator Fyron:
Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -1
Ability 5 Val 2 := 0
You do realize this is mean, right? Making their planets unhappy. http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Yes as it applies to AI Colonies and helps with the new Race spawn.

However, if you examine the AI Colonies, in most case the majority is Jubilant
Quote:

Also, if ANY happiness bonus facility is in the system, this negative value will be superceded. Only the best happiness bonus is used.
<font size="2" face="Verdana, Helvetica, sans-serif">As with what you say; as it applies to the AI Homeworld, but also as the AI upgrades the sys fac later in the game, it also has many fixed bases and Ships in HS and HW to counter act the happiness fall as the game progresses for the home world.

Quote:

Negatives for the planet-only one do work (unlike the system-wide one), but they are easily made null
<font size="2" face="Verdana, Helvetica, sans-serif">Please elaborate .

[ September 06, 2003, 20:49: Message edited by: JLS ]

Fyron September 6th, 2003 09:58 PM

Re: AI Campaign => For a Challenging AI opponent
 
For the Happiness facility ability (both of them), only the best, most positive value is used. They DO NOT stack in any way. If you have a facility with -10 and one with +1, the planet will get a +1 bonus to happiness each turn. The -10 is essentially ignored. This sucks, but it is how it works. Unlike most abilities, the planet and system happiness ones seem interconnected in that they do not function independantly. Only the best of all facility happiness bonuses to affect a planet will be in effect. A -1 planet happiness and +1 system happiness facility will net in +1 happiness bonus for the planet, not 0. At least, this is how it seemed to work when I tested it a long time ago. http://forum.shrapnelgames.com/images/icons/icon7.gif

PsychoTechFreak September 6th, 2003 10:02 PM

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

However PTF, I understand your concern when it is located in MEDIUM
<font size="2" face="Verdana, Helvetica, sans-serif">It is not a concern, "I am a machine". It is just hard to evaluate the correct severity stats in case of the text Messages display the same/similar message for a medium event and an event with high severity.

Quote:

quote: Originally posted by PsychoTechFreak:
The events are distributed equally if no race has any modifier. There should be no difference between human and AI.
Then why is that Oleg feel the AI is handled differantly? [[Confused]]

Is this due to the test procedure he is using, that you mentioned.
<font size="2" face="Verdana, Helvetica, sans-serif">We are talking about different things. Oleg's statement is about "it looks like the AI races are effected by high/catastrophic events on HWs while humans seem to be save". Which hopefully will be answered by the simulation.
But I was just talking about the overall distribution of events (20% of all events for human race 1, and 20% for everyone of the 4 AIs).

JLS September 6th, 2003 10:03 PM

Re: AI Campaign => For a Challenging AI opponent
 
I have just loaded an AIC Players old 463.7 turn v3.02 simu game up now... With a total of what apears to be 6 spawned AI Races, definetly 4 for sure. Other two dead.

Tolytan (basic eng race) in 1st with 76 planets - The Home world is Jubulant... ALL Colonies but 7 jubulant, those 7 are happy...

Human Player is second Place...

I will add oter notes as I look at the file more

[ September 06, 2003, 21:18: Message edited by: JLS ]

Fyron September 6th, 2003 10:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
Also, I should point out that no matter how high I set the happiness penalty, I could never make a facility drop the planet's happiness level below Indifferent. http://forum.shrapnelgames.com/images/icons/icon9.gif

JLS September 6th, 2003 10:11 PM

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

Originally posted by PsychoTechFreak:
It is just hard to evaluate the correct severity stats in case of the text Messages display the same/similar message for a medium event and an event with high severity.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, I have them divided into 4 separate folders per Class low, med, Hi and Cat.
If you like I can upload this to you.

Quote:

Originally posted by PsychoTechFreak:
We are talking about different things. Oleg's statement is about "it looks like the AI races are effected by high/catastrophic events on HWs while humans seem to be save". Which hopefully will be answered by the simulation.
But I was just talking about the overall distribution of events (20% of all events for human race 1, and 20% for everyone of the 4 AIs).
<font size="2" face="Verdana, Helvetica, sans-serif">Understood http://forum.shrapnelgames.com/images/icons/icon7.gif

Loser September 6th, 2003 10:12 PM

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

Originally posted by Imperator Fyron:
Also, I should point out that no matter how high I set the happiness penalty, I could never make a facility drop the planet's happiness level below Indifferent. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">What if you lower the enviromental conditions of the planet as well?

Fyron September 6th, 2003 10:14 PM

Re: AI Campaign => For a Challenging AI opponent
 
Environmental conditions have NO affect on happiness whatsoever. They never have (save maybe in an early beta, which I can not speak for, not being a beta tester http://forum.shrapnelgames.com/images/icons/icon12.gif ). The manual is misleading about this. Go make a map with some planets with 0 conditions (deadly), and colonize them. They dont get angry over it. Their happiness will slowly decrease over time due to natural per turn decreases, but that is all. Make some Optimal and some Mild planets as base cases.

[ September 06, 2003, 21:15: Message edited by: Imperator Fyron ]

JLS September 6th, 2003 10:15 PM

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

Originally posted by Imperator Fyron:
Also, I should point out that no matter how high I set the happiness penalty, I could never make a facility drop the planet's happiness level below Indifferent. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed. Without ships or bases it makes process of recovering from as you say Indifferent much harder for the AI. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron September 6th, 2003 10:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
Unless they build ANY facility with a positive happiness bonus, in which case the negative of those facilities is ignored.

PsychoTechFreak September 6th, 2003 10:18 PM

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

Agreed, I have them divided into 4 separate folders per Class low, med, Hi and Cat.
If you like I can upload this to you.
<font size="2" face="Verdana, Helvetica, sans-serif">Better would be a title which reflects the severity in every text message of the event:

Type := Planet - Population Rebel
Severity := Medium
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Rebellion
Message 1 := MEDIUM EVENT The population of [%PlanetName] has rebelled against us and formed a new nation.
Picture := PopulationAngry
Time Till Completion := 0
Num Start Messages := 0

See why?

EDIT: I have downloaded your 4.1b something eventfile. I am going to change the high/catastrophic events with the text changes above. That should do the trick.

[ September 06, 2003, 21:23: Message edited by: PsychoTechFreak ]

JLS September 6th, 2003 10:20 PM

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

Originally posted by Imperator Fyron:
Unless they build ANY facility with a positive happiness bonus, in which case the negative of those facilities is ignored.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, thanks Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS September 6th, 2003 10:21 PM

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

Originally posted by PsychoTechFreak:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Agreed, I have them divided into 4 separate folders per Class low, med, Hi and Cat.
If you like I can upload this to you.

<font size="2" face="Verdana, Helvetica, sans-serif">Better would be a title which reflects the severity in every text message of the event:

Type := Planet - Population Rebel
Severity := Medium
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Rebellion
Message 1 := MEDIUM EVENT The population of [%PlanetName] has rebelled against us and formed a new nation.
Picture := PopulationAngry
Time Till Completion := 0
Num Start Messages := 0

See why?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I like it, concider it done http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 06, 2003, 21:30: Message edited by: JLS ]

Loser September 6th, 2003 10:22 PM

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

Originally posted by Imperator Fyron:
Environmental conditions have NO affect on happiness whatsoever.
<font size="2" face="Verdana, Helvetica, sans-serif">Ack! That hurts. Do environmental conditions do anything?

PsychoTechFreak September 6th, 2003 10:26 PM

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

Originally posted by JLS:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PsychoTechFreak:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Agreed, I have them divided into 4 separate folders per Class low, med, Hi and Cat.
If you like I can upload this to you.

<font size="2" face="Verdana, Helvetica, sans-serif">Better would be a title which reflects the severity in every text message of the event:

Type := Planet - Population Rebel
Severity := Medium
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Rebellion
Message 1 := MEDIUM EVENT The population of [%PlanetName] has rebelled against us and formed a new nation.
Picture := PopulationAngry
Time Till Completion := 0
Num Start Messages := 0

See why?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I like it, concider it done http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">JLS, wait...

EDIT: I have downloaded your 4.1b something eventfile. I am going to change the high/catastrophic events with the text changes above. That should do the trick.

Is it ok with you? I mean, we just need the high/catastrophic titles, right?

JLS September 6th, 2003 10:29 PM

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

Originally posted by PsychoTechFreak:
JLS, wait...

EDIT: I have downloaded your 4.1b something eventfile. I am going to change the high/catastrophic events with the text changes above. That should do the trick.

Is it ok with you? I mean, we just need the high/catastrophic titles, right?[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">PsychoTechFreak, I fully trust your judgement, you should know that.

[ September 06, 2003, 22:42: Message edited by: JLS ]

JLS September 6th, 2003 10:31 PM

Re: AI Campaign => For a Challenging AI opponent
 
PTF, but why change text body from:

Type := Planet - Population Rebel
Severity := Medium
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Uprising
Message 1 := Insurrectionary forces have overthrown the local Government of [%PlanetName].
Picture := PlanetRevolts
Time Till Completion := 2
Num Start Messages := 1
Start Message Title 1 := Insurrectionary forces
Start Message 1 := New Flash....Uprising is in progress on [%PlanetName]. The local government is seeking Miltary aid.

And not just add Medium or M to a text line?

[ September 06, 2003, 22:41: Message edited by: JLS ]

Fyron September 6th, 2003 10:33 PM

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

Originally posted by Loser:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Environmental conditions have NO affect on happiness whatsoever.

<font size="2" face="Verdana, Helvetica, sans-serif">Ack! That hurts. Do environmental conditions do anything?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yes. Using Mild as base, they modify reproduction rates. Each increase in level adds +2 reproduction, save Optimal, which adds 3. Decreases subtract 2, save Deadly, which subtracts 3. Here is a chart (with mild at 10, and assuming I didn't forget a level http://forum.shrapnelgames.com/images/icons/icon12.gif ):

Optimal: 15
Good: 12
Mild: 10
Unpleasant: 8
Deadly: 5

JLS September 6th, 2003 10:33 PM

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

Originally posted by Loser:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Environmental conditions have NO affect on happiness whatsoever.

<font size="2" face="Verdana, Helvetica, sans-serif">Ack! That hurts. Do environmental conditions do anything?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Helps better reproduction at that Planet, if high.

However, Fyron explains it best in next post...

[ September 06, 2003, 22:14: Message edited by: JLS ]

JLS September 7th, 2003 01:10 AM

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

Originally posted by PsychoTechFreak:
All right, I am going to set up a some hundred years batch sim with the 3.02 file today. Standart turn test would be very hard, because at least every single event stops the turn flow, and every single event has to be saved or noted. I think it should not make a difference, but let's see what happens in simultaneous first.
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks PFT, there is a good possibility that there is no deference in regards to Events effects, whether you were to play in Simultaneous or Standard mode.
However, it is prudent to at least test to see. There are many areas of se4 that is definitely handled exceedingly different by the engine; in respects to play mode then just the contrasting movement.

[ September 06, 2003, 12:11: Message edited by: JLS ]

JLS September 7th, 2003 01:17 AM

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

Originally posted by oleg:
I saw AI' HW rebelled many, many times. With old file _very_ often, with a new file only very rare. I never had my HW rebelled though.

It is certain SE treats humans and AI HW differently. The disparity in events is just too obvious.
<font size="2" face="Verdana, Helvetica, sans-serif">Oleg, can you elaborate a little, I am unsure of your point.

We are happy as far as the new Events file is performing so far, you have made a great contribution. http://forum.shrapnelgames.com/images/icons/icon7.gif

What are your thoughts on the new file and how it is performing?

[ September 06, 2003, 12:18: Message edited by: JLS ]

JLS September 7th, 2003 01:35 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks for the file and your help with the mines, Mottlee http://forum.shrapnelgames.com/images/icons/icon12.gif

----------------

As a result from Mottlees continued help with balancing AIC Minesweeping over the Last few months, there will now be a reductions in the AI minesweeping abilities totaled to be about 30% over all with significant reductions applying to the early and early-mid game.

Furthermore, Please note in AIC v4.0 > The Human Players will now have the ability to destroy mines with Fighter Carriers.
In addition, for all Human Players: Minefields will have NO effect on any BaseShip, Heavy BaseShip or Heavy Carrier class vessel. http://forum.shrapnelgames.com/images/icons/icon12.gif

Scaled to the respective ships displacements; Dreadnoughts, Battleships, and Battle Cruisers will require MORE mines to damage or destroy Human Player Capital Ships http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 06, 2003, 13:01: Message edited by: JLS ]

mottlee September 7th, 2003 04:11 AM

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

Originally posted by JLS:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
Expected AI Minesweeping resuts when fleeted for AIC: v4.00.

100+ Scouts (will blow thru a 100 Minefield)
46+ Escorts
46+ Frigates
DD 20
CL 10
CA 4+
BC 3
BB 2+
DN 2
BS 1
Hvy BS 1
---
CVL 2+
CV 1+
Hvy CV 1
=========================
OK I understand that they can/will go through a mine field but not without taking some hits to some ships

<font size="2" face="Verdana, Helvetica, sans-serif">Exactly,
If the AI was to enter your 100 minefield with a feet of 99 scouts, as it may be with base se4(ALL 99 AI SHIPS MAY BE LOST) http://forum.shrapnelgames.com/images/icons/icon9.gif
It would be true with 40 escorts or 40 frigates (ALL AI SHIPS WILL BE LOST)
The same would be true if the AI entered a 100 minefield with 15 destroyers (all destroyers will be lost)

Furthermore if the AI was to enter your 100 mine field with numbers closer to the above chart, for example a fleet of 17 or 18 destroyers many of the AI destroyer will be damaged or destroyed. However, some will get thru.

However, if fleet of 20 or 21 Destroyers was to enter a 100 minefield, then yes all will get thru with little to no damage. Picture it, as total armaments versus the mines if you will http://forum.shrapnelgames.com/images/icons/icon12.gif

-------------------------------------------------

The same applies to a mixed fleet of 8 Destroyers and 4 Light Cruisers, as it may be with base se4 (ALL SHIPS WILL BE DESTROYED) and this would include all TROOPS on any AI assault ships http://forum.shrapnelgames.com/images/icons/icon9.gif

If the AI enters a 100 minefield with a fleet of 10 destroyers and 4 Light Cruisers some may get thru but most will be damaged or destroyed and this would include most TROOPS on any AI assault ships

However an AI fleet of 12 destroyers and 5 Light Cruisers will get thru and will maintain the integrity of the troops and there assault ships http://forum.shrapnelgames.com/images/icons/shock.gif
=================================================
In short and to recap:

1: Approximately any quantity or make up; at 70% or below the chart all (The AI ships will be lost forever) http://forum.shrapnelgames.com/images/icons/icon9.gif
2: Approximately any quantity or make up above 70% but less then 100% of the chart (The AI will take damage and destruction, but some AI ships MAY get thru) depending on the proximity to charts 100%.
3: Any quantity or make up above 100% of the chart, the AI will clear the Minefield with little to no damage. http://forum.shrapnelgames.com/images/icons/shock.gif


This will also apply for Human Players to some extent with AIC 4.0 at previous post. http://forum.shrapnelgames.com/images/icons/icon7.gif

With AIC, the closer you reach Baseships and Heavy Carriers >mines are akin to throwing stones at today’s tanks http://forum.shrapnelgames.com/images/icons/icon12.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">So you are telling me there is no part damage in these #'s?...if I go into a 100 ct mine field w/25 battleships there will be no damage????

oleg September 7th, 2003 11:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
Not YOU, only players with "AI must take this first " race attribute - AI has an access to special ship hulls with buildin minesweeping ability http://forum.shrapnelgames.com/images/icons/icon7.gif

Oh, sorry, you refer to possible changes in AIC 4.0 ! http://forum.shrapnelgames.com/images/icons/blush.gif

I personally do not like it. Any human player who fails to use minesweepers on his ships can as well take AI racial trait http://forum.shrapnelgames.com/images/icons/tongue.gif

[ September 07, 2003, 10:24: Message edited by: oleg ]

oleg September 7th, 2003 11:20 AM

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

Originally posted by JLS:
Oleg, it would be very helpful if you would answer some of the question the Players and I have been asking you, here and through out the few Last dozen or so Posts in this thread, that are with respect to your statements, when you can find the time.

Please be part of the solution http://forum.shrapnelgames.com/images/icons/icon7.gif

Respectfully

John

<font size="2" face="Verdana, Helvetica, sans-serif">What, I am part of the problem ? http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Of course I'll register profound events , like palnets rebellion in my games (with 4.1 file).

QBrigid September 7th, 2003 02:00 PM

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

Originally posted by oleg:
Of course I'll register profound events , like palnets rebellion in my games (with 4.1 file).
<font size="2" face="Verdana, Helvetica, sans-serif">Oleg, when you say Rebellion

Please answer this question Oleg are you saying that a Major AI Players Homeworld now becomes another race?

I have NEVER seen this. The AI Players score will drop to nothing and when this happens the HomeWorld was destroyed or Captured.

QBrigid September 7th, 2003 03:00 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oleg, can you please clear up these Points http://forum.shrapnelgames.com/images/icons/icon8.gif , your credibility is at issue, you post inflammatory statements but you have yet made any account for them other then more- inflammatory statements.
You are coming across as though something is personal.
http://forum.shrapnelgames.com/images/icons/icon12.gif

For example: Please look at the intelligent and professional conversation JLS, Fyron, PTF and others had, they all asks a questions and and gave Answers. If some thing was not clear, they further explained THEMSELVES.
http://forum.shrapnelgames.com/images/icons/icon7.gif

With our files now in the order as you suggested, does not the Max Severity options work as you stated, this is our impression?

Have you tested your reformatted file and does the Pre New Game settings react severity levels accordingly?

How about desired Event occurrences; are the Percentages unchanged?

Oleg, can you explain how the percentages work as it is applied to events in lets say game that Last for 500 turns, with AIC events file?

Oleg can you tell me the chance is for a rebellion to be chosen based on AIC 4. event file?

Oleg, you suggested raising "Event Percent Chance Low := 20" is it possible that when players want to play at low they really do not want to play at low?

Also the one AI home world that had this rebellion in your one Neutral test. What was its over all demise?

Oleg, in a test would it not be practical as PTF suggested in his analogy 1 Human 4 or 5 AI?

Are you using all the default and unmodified files AIC?

The way AI Campaigns Event File was always programmed: Is that the odds for ANY Planet or a System to be destroyed in AIC is by far diminished as opposed to Stock se4, and this is good, would you not agree Oleg?

Furthermore, with all the proposed AI Rebellion remedies, it may lesson the total of new Independent Races spawned that enhances Human Player game Play, and this will not be a good thing - Oleg, would it?

Oleg, I have one Last question, when the AI has all as you say "these dome and glom Rebellions" are you able to walk all over the AI in AIC?

Because none of us has ever seen the AI in AIC lay down or its Home world switch to anouter race by an event . In AIC the AI have always been a real challenge. http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid

[ September 07, 2003, 14:12: Message edited by: QBrigid ]

PvK September 7th, 2003 03:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Hmm, the fleet vs. ship minefield argument (that many single ships will die to a minefield, but a fleet will survive) only seems true to me if all of the ships have orders to move specifically into the minefield sector and/or they arrive at the same time. Otherwise, a single ship destroyed by a minefield will create a known minefield marker, which will cause all the other ships to automatically avoid the minefield, unless the race is set to deliberately fly into minefields.

So it is also possible that a fleet will get wiped out by a minefield, when a bunch of smaller ships would only lose one ship. It depends on the situation.

In fact, if you don't have minesweepers, sending a single scout slightly ahead of a fleet can save your fleet from destruction.

PvK

JLS September 7th, 2003 05:05 PM

Re: AI Campaign => For a Challenging AI opponent
 
QB, Oleg’s Posts are not inflammatory by nature and I see no problem. However, it would be appropriate if he try to help us understand what he is seeing by addressing our concerns >as well.

My impression, in respect to Oleg's concern with the Rebellion Issue. Is that it could effect the AI Home World in the Medium Category if one was to look at the Events File; I tend to agree with him, as PTF and I was discussing in a earlier post.

I will wait for PTF and the test findings, and this should be sufficient.

We do want Human Player events for the more enjoyable game, but we do not want to burden the Human Player with to many events, also.

Worry not QB, we will find the Balance http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 07, 2003, 16:52: Message edited by: JLS ]

JLS September 7th, 2003 05:33 PM

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

Originally posted by JLS:
Expected AI Minesweeping resuts when fleeted for AIC: v4.00.

=================================================
In short and to recap:

1: Approximately any quantity or make up; at 70% or below the chart all (The AI ships will be lost forever) http://forum.shrapnelgames.com/images/icons/icon9.gif
2: Approximately any quantity or make up above 70% but less then 100% of the chart (The AI will take damage and destruction, but some AI ships MAY get thru) depending on the proximity to charts 100%.
3: Any quantity or make up above 100% of the chart, the AI will clear the Minefield with little to no damage. http://forum.shrapnelgames.com/images/icons/shock.gif


This will also apply for Human Players to some extent with AIC 4.0 at previous post. http://forum.shrapnelgames.com/images/icons/icon7.gif

With AIC, the closer you reach Baseships and Heavy Carriers >mines are akin to throwing stones at today tanks http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Originally posted by mottlee:
So you are telling me there is no part damage in these #'s?...if I go into a 100 ct mine field w/25 battleships there will be no damage????
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, this is what I propose for the Human Player in AIC v4.0…

Fighter Carriers will destroy Mines
BaseShips will have the ability to overpower a minefield.
---
I also propose that Starting at Battle Cruiser thru Dreadnoughts; will be much more effective against mines. That will be in scale with there individual displacement.

Although the best procedure for this, has not been decided yet.

What are your thoughts?
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 07, 2003, 16:41: Message edited by: JLS ]

Fyron September 7th, 2003 06:01 PM

Re: AI Campaign => For a Challenging AI opponent
 
I think you should leave them with requiring minesweepers to sweep mines. Just because a ship is big doesn't mean it can't be affected by mines.

JLS September 7th, 2003 06:44 PM

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

Originally posted by Imperator Fyron:
I think you should leave them with requiring minesweepers to sweep mines. Just because a ship is big doesn't mean it can't be affected by mines.
<font size="2" face="Verdana, Helvetica, sans-serif">In a dimension as with a Naval vessel beneath or on the sea, I could agree, to some extent.

However, in space is there an actual percussion in and around the outer hull.

If I am not mistaken, space is a vacuum of approximately 32 inchs.
Approximately the equivalent of 16 PSI (effect if contained in a bottle) also if I am not mistaken, considering a near miss with a mine or even outer hull attachment, is there really a displaced energy effect or will the energy take the path of least resistance. With attachment, would it propel the ship in a direction, then to actually destroy it?

If there is a measure for the MINE for example: MAGNETIC, EMP, Shape Charged etc. To attach it self to a Spaceship or whatever our imagination can think of to make this mine more effective, as to maintain the illusion of a World War II - US Submarine entering Tokyo Bay or the need of a Mine Sweeper to Sweep a defined and practical Harbor location, as in naval warfare, then so be it.

In addition, with the creativity and the imagination to create a MAGNETIC, EMP, Shape Charged etc mine. There is also the creativity and the imagination for the countermeasure.

However, it is my opinion that actual minesweepers in the vastness of space or the destruction of ones Fleet probably will not be the sole methods to clear mines in the future.

What would you say?
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[ September 07, 2003, 18:05: Message edited by: JLS ]

Fyron September 7th, 2003 06:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
Space mines are self guided (AI computer controlled) and don't usually miss. This is 25th century technology, afterall. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, "minesweepers" represent all of those alternate methods of "sweeping" mines. They just need a simple name.

[ September 07, 2003, 17:54: Message edited by: Imperator Fyron ]

JLS September 7th, 2003 07:07 PM

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

Originally posted by Imperator Fyron:
Space mines are self guided (AI computer controlled) and don't usually miss. This is 25th century technology, afterall. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, "minesweepers" represent all of those alternate methods of "sweeping" mines. They just need a simple name.

<font size="2" face="Verdana, Helvetica, sans-serif">I see, but this sounds like you are describing the existing Drone for se4 now, not a mine?

[ September 07, 2003, 18:09: Message edited by: JLS ]

Fyron September 7th, 2003 07:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
No. Drones are automated miniature ships (sort of). Mines are just flying warheads. Would it make any sense for 100 immobile mines to be able to all hit a ship or fleet in an entire SECTOR of space? Of course not. They have to be able to move around to hit their targets. http://forum.shrapnelgames.com/images/icons/icon7.gif And why would a people capable of travelling to other stars not think to strap some basic engines on their mines?

JLS September 7th, 2003 07:23 PM

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

Originally posted by Imperator Fyron:
No. Drones are automated miniature ships (sort of). Mines are just flying warheads. Would it make any sense for 100 immobile mines to be able to all hit a ship or fleet in an entire SECTOR of space? Of course not. They have to be able to move around to hit their targets. http://forum.shrapnelgames.com/images/icons/icon7.gif And why would a people capable of travelling to other stars not think to strap some basic engines on their mines?
<font size="2" face="Verdana, Helvetica, sans-serif">Ahh, good point http://forum.shrapnelgames.com/images/icons/icon12.gif

So what you are saying is, that the drone is a automated miniature ships, capable of damage from the effects of our existing Point Defence, but a mine theoretically is so small or too fast that existing on board weapons will have no effect.

Ok, this does make sence.

[ September 07, 2003, 18:36: Message edited by: JLS ]

Fyron September 7th, 2003 07:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
You can shoot them if they get launched in combat, but that can only happen in tactical combat versuse human players. http://forum.shrapnelgames.com/images/icons/icon12.gif

It is quite possible that PDCs could be used to target mines. Other ship weapons are too big to target them though IMO (much like targetting missiles, which are also quite small and fast). That, and mines have super cloaking, so normal weapons can't target them. They do have level 5 cloak afterall. http://forum.shrapnelgames.com/images/icons/icon10.gif Some mods, such as Devnull, make it so that PDCs sweep mines instead of special Minesweepers (IIRC).

Essentially, Drones are big enough to be targetable by ship weapons. They are the same size as Frigates and such, afterall. Mines, on the other hand, are small, probably a bit bigger than missiles.

[ September 07, 2003, 18:40: Message edited by: Imperator Fyron ]

Fyron September 7th, 2003 07:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
Hmm... you changed the post I was replying to. http://forum.shrapnelgames.com/images/icons/tongue.gif

Alneyan September 7th, 2003 07:43 PM

Re: AI Campaign => For a Challenging AI opponent
 
Mines are also supposed to be hidden (prevents active level 5 scanning and so on), so they should be cloacked devices deployed in an area and programmed to target any incoming hostile ship. It would make more sense than having stationary mines which could not possibly hit a ship in space. (Or it would be so unlikely that you would need the Heart of Gold) On the other hand, drones are more autonomous devices, I would picture drones as being dirigible missiles.

As for the gameplay, I would not advice you to allow the automatic "destruction" of mines for the player (after a certain number of ships). Wouldn't it actually weaken the AI? Or rather, why would you want to give this ability to the player? (I didn't see the reason in your previous Posts, but since there are so much Posts in this thread, I might have overlook it)

JLS September 7th, 2003 07:44 PM

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

Originally posted by Imperator Fyron:
Hmm... you changed the post I was replying to. http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Absolutely, your explanation is right on.

We were typeing at the same time http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 07, 2003, 18:45: Message edited by: JLS ]

Fyron September 7th, 2003 07:47 PM

Re: AI Campaign => For a Challenging AI opponent
 
Ok. If you want PDCs to be able to target mines, then PDCs should be given some sweeping ability (such as 1 for all levels, to allow specialized sweepers to still be useful), not the ship hulls. Otherwise, you are saying that PDC on a BS can target mines better than PDC on a number of DS or so, which to me makes 0 sense. http://forum.shrapnelgames.com/images/icons/icon12.gif I can understand that for AI considerations, giving their hulls some sweeping makes sense. But so would giving it to PDCs. They use PDCs on most ships, so they can still get plenty of sweeping capability that way.

JLS September 7th, 2003 07:56 PM

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

Originally posted by Alneyan:
Mines are also supposed to be hidden (prevents active level 5 scanning and so on), so they should be cloacked devices deployed in an area and programmed to target any incoming hostile ship. It would make more sense than having stationary mines which could not possibly hit a ship in space. (Or it would be so unlikely that you would need the Heart of Gold) On the other hand, drones are more autonomous devices, I would picture drones as being dirigible missiles.
<font size="2" face="Verdana, Helvetica, sans-serif">Excellent point http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

As for the gameplay, I would not advice you to allow the automatic "destruction" of mines for the player (after a certain number of ships). Wouldn't it actually weaken the AI? Or rather, why would you want to give this ability to the player? (I didn't see the reason in your previous Posts, but since there are so much Posts in this thread, I might have overlook it)
<font size="2" face="Verdana, Helvetica, sans-serif">This is good advice, Alneyan. http://forum.shrapnelgames.com/images/icons/icon7.gif
Yes, it would have an effect on the AI or another Human Opponent.

So, you feel that the Ability should not be given to the Human Players Ships. Ok.

Alneyan, how about Carriers, with in theory many fighters that may take out mines, if they could achieve this effectively?

[ September 07, 2003, 19:44: Message edited by: JLS ]

Fyron September 7th, 2003 07:59 PM

Re: AI Campaign => For a Challenging AI opponent
 
The problem wiht carriers and fighters is that the carriers hit the mines long before any fighters could be launched. Mines are invisible, afterall. Carriers certainly do not have their fighters out in space when they are travelling around, unless you actually launch them into space yourself. They can't because if the fighters were in space, they would not be able to use WPs, as fighters can not warp on their own.

JLS September 7th, 2003 08:00 PM

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

Originally posted by Imperator Fyron:
Ok. If you want PDCs to be able to target mines, then PDCs should be given some sweeping ability (such as 1 for all levels, to allow specialized sweepers to still be useful), not the ship hulls. Otherwise, you are saying that PDC on a BS can target mines better than PDC on a number of DS or so, which to me makes 0 sense. http://forum.shrapnelgames.com/images/icons/icon12.gif I can understand that for AI considerations, giving their hulls some sweeping makes sense. But so would giving it to PDCs. They use PDCs on most ships, so they can still get plenty of sweeping capability that way.
<font size="2" face="Verdana, Helvetica, sans-serif">I like this Fyron, it would be a great way to shore up the players anti-mine capabilities http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 7th, 2003 08:05 PM

Re: AI Campaign => For a Challenging AI opponent
 
Perhaps make a "sweeping tech" that requires Mines 1. What it will do is give copies of the PDCs that have the sweeping ability. So, without it, you have PDC I-V without sweeping. With it, you get PDC I-V with sweeping. Otherwise, the impending uselessness of mines happens a lot earlier in the game, as it will be much cheaper to research. http://forum.shrapnelgames.com/images/icons/icon7.gif That, or just use the normal Mines tech as the tech grid, so Point Defense Weapons 1-5 give PDC I-V. Point Defense Weapons 1 + Mines 1 gives PDC I with sweeping. Point Defense Weapons 2 + Mines 2 gives PDC II with sweeping, and so on. This could get complicated though. http://forum.shrapnelgames.com/images/icons/icon12.gif It is up to you really, as it is your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS September 7th, 2003 08:07 PM

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

Originally posted by Imperator Fyron:
The problem wiht carriers and fighters is that the carriers hit the mines long before any fighters could be launched. Mines are invisible, afterall. Carriers certainly do not have their fighters out in space when they are travelling around, unless you actually launch them into space yourself. They can't because if the fighters were in space, they would not be able to use WPs, as fighters can not warp on their own.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, Fyron. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 07, 2003, 19:23: Message edited by: JLS ]

JLS September 7th, 2003 08:16 PM

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

Originally posted by Imperator Fyron:
Perhaps make a "sweeping tech" that requires Mines 1. What it will do is give copies of the PDCs that have the sweeping ability. So, without it, you have PDC I-V without sweeping. With it, you get PDC I-V with sweeping. Otherwise, the impending uselessness of mines happens a lot earlier in the game, as it will be much cheaper to research. http://forum.shrapnelgames.com/images/icons/icon7.gif That, or just use the normal Mines tech as the tech grid, so Point Defense Weapons 1-5 give PDC I-V. Point Defense Weapons 1 + Mines 1 gives PDC I with sweeping. Point Defense Weapons 2 + Mines 2 gives PDC II with sweeping, and so on. This could get complicated though. http://forum.shrapnelgames.com/images/icons/icon12.gif It is up to you really, as it is your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">This is good stuff, thank you Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS September 7th, 2003 08:23 PM

Re: AI Campaign => For a Challenging AI opponent
 
But in theory, how about if Carriers, with many fighters could take out mines effectively before any damage to the Carrier.

If this could be feasible. In your opinion, (cloaking is not a problem because the pilots have there eye right on the target, no sensors required) would this feel realistic to you?

http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 07, 2003, 19:24: Message edited by: JLS ]

Alneyan September 7th, 2003 08:24 PM

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

Originally posted by JLS:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
The problem wiht carriers and fighters is that the carriers hit the mines long before any fighters could be launched. Mines are invisible, afterall. Carriers certainly do not have their fighters out in space when they are travelling around, unless you actually launch them into space yourself. They can't because if the fighters were in space, they would not be able to use WPs, as fighters can not warp on their own.

<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, Fyron. http://forum.shrapnelgames.com/images/icons/icon12.gif

But in theory Alneyan, how about if Carriers, with many fighters could take out mines effectively before any damage to the Carrier.

Could this be feasible in your opinion, cloaking is not a problem because the pilots have there eye right on the target, no sensors required?
http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hmm, I would differ with Fyron here, fighters could be launched in space during travels, at least a few of them to keep watch just in case. http://forum.shrapnelgames.com/images/icons/icon7.gif (Except if the goal is top speed of course) After that, all the fighters would be launched in a scramble to protect the ships from these ships. All the mines are not exactly close to each other, they should be spaced and when one spots enemy ships, they all close in their target(s), so the carriers could have time to launch the fighters. And of course, when you are in enemy territory, there should always be fighters launched.

On the gameplay side of the things, it would have to be tested of course, but this idea seems to be reasonable. (If the carriers are not better hulls for warships, apart from the Light Carrier in the very beginning of the game, but this one is only a temporary asset)

Fyron suggestion would also work, but as he said, it would become quite complicated. Fyron, let's say you have Mine III and PDC IV, the PDC available would be PDC III with Mine Sweeping and PDC IV without Mine Sweeping right? And would the efficiency of the Mine Sweeping ability increases or remains at one mine per turn?

[ September 07, 2003, 19:24: Message edited by: Alneyan ]


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