![]() |
Re: AI Campaign => For a Challenging AI opponent
Oh oh...new AI designcreations? http://forum.shrapnelgames.com/images/icons/icon10.gif
|
Re: AI Campaign => For a Challenging AI opponent
I do not like AI' planet creators. Right now it builds only medium-sized planets. http://forum.shrapnelgames.com/images/icons/icon9.gif I played non-conected FQM-sparse game for 300+ turns and AI converted all those nice asteroid belts with Huge and large asteroiuds into boring medium size planets http://forum.shrapnelgames.com/images/icons/icon9.gif Yes, I understand it was done to balance AI which would overwise have a big advantage but still... May be let AI have large planet builder but make it longer to research ??
|
Re: AI Campaign => For a Challenging AI opponent
As a start, the AI Planet Creators was released with the Large and Huge=OFF for fear the AI will mount to great of an early Planet lead over the Human Players. Sunday mourning a few more Players added input to FQM asteroids balance with no-warp and we decided to go with the large and huge appearance as presented in the AIC v4.11b for the time being.
In no-warp games the AI will need ship construction 5 along with stellar manipulation 3 Large and 4 for Huge Asteroid to planet. = = = = = = = = = = = Components File 4.11b Raised damage resistance on Missile Racks and Bombardment Missiles. Missile Rack Light Missile system designed to maximize rate of fire. Weapon Seeker Dmg Res := 3, 4, 4, 4, 5 Bombardment Missiles From Weapon Seeker Dmg Res := 45,55,60 _ _ _ _ Additional AI Player no-warp tweaks for FQM ((> AIC 4.11b Components update (52kb) 11-22-2003 <)) [ November 25, 2003, 16:07: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
And catched me completely unprepared http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: AI Campaign => For a Challenging AI opponent
Wow http://forum.shrapnelgames.com/images/icons/shock.gif
Oleg do you recall how many Planets the Eee had in its Home System, it loves to build research Colonies http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
Only two. But it does not need many since low bonus gives 2X research. It is of course quite rare to have Eee next system. But even if it is far away, such earlier WP opening slow down the game considarably and it is essential, IMHO, to have first ~100 turns to proceed as fast as possible in non-conected games (I have a low level of patience http://forum.shrapnelgames.com/images/icons/icon7.gif )
|
Re: AI Campaign => For a Challenging AI opponent
I have an intersting no warp point 4.11 game going atm. an "event" opened a warp point in a colony system of mine and lo and behold but either the Phong or Jeanar (sp) have opened many wp. I do know the Phong are busy building planets.
|
Re: AI Campaign => For a Challenging AI opponent
Why do you restrict remote miners to 3 per vehicle? Isn't it punishment enough already to get material from 1 ship per sector? *hmpf* , why did I research for battle station...
FQM, excellent ! http://forum.shrapnelgames.com/images/icons/icon7.gif Now I would like to somehow get USM integrated. http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: AI Campaign => For a Challenging AI opponent
Was organic miners for ships left out intentionally?--just curious cause i can build the mineral and rad ones for ships.
|
All times are GMT -4. The time now is 12:22 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.