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

pathfinder November 23rd, 2003 04:25 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oh oh...new AI designcreations? http://forum.shrapnelgames.com/images/icons/icon10.gif

oleg November 25th, 2003 02:49 AM

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 ??

JLS November 25th, 2003 04:26 PM

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 ]

JLS November 25th, 2003 06:36 PM

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

Originally posted by oleg:
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 ??
<font size="2" face="sans-serif, arial, verdana">Agreed Oleg, past AIC releases the AI Players did have early access to larger Planet Creators. With the amount of Asteroids in FQM, we divided the appearance, but I am all for increasing the AI ability in this area if the players feel ok about this http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg December 1st, 2003 01:26 PM

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

Originally posted by JLS:
Oleg and QB, when playing no-warp in your opinion would you prefer to see the EEE around the 6 year mark or the 10 year mark ?
<font size="2" face="sans-serif, arial, verdana">In one game against low-bonus AIs, Eee opened a warp point to my system at the year 5.3 http://forum.shrapnelgames.com/images/icons/shock.gif
And catched me completely unprepared http://forum.shrapnelgames.com/images/icons/icon8.gif

JLS December 1st, 2003 07:05 PM

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

oleg December 2nd, 2003 01:09 PM

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 )

pathfinder December 14th, 2003 06:18 PM

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.

PsychoTechFreak December 14th, 2003 11:14 PM

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

Imperial December 15th, 2003 05:27 PM

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.


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