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

QBrigid May 22nd, 2004 05:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
[quote]Originally posted by oleg:
Quote:

Originally posted by PsychoTechFreak:

Something else: religious talisman + the best sensor provides somewhat above 100+ % to hit chance. Isn't it the same as an "always hit" talisman, or am I wrong?
Quote:


It is not the same. SE calculates the difference between to hit plus and minus bonuses and use it for calculating the chance to hit target. Even if you have for example +200 to hit but target has -200 defence bonus, it will result in 50/50 chance to hit. If I'm not mistaken here.
<font size="2" face="sans-serif, arial, verdana">You are not mistaken Oleg. I just tested it and the vehical modifiers you are right it does apply. A religios player can get to 100+ with all top level techs and a smaller ship with top level components: Combat Bridge, Sick Bay and the religious talisman in theory and without the talisman the not so religios player can get close to 100.
For all players that would be alot of time in the research. Not to mention the defenceive stuff (ECM) and hull types of the other player you are trying to hit and like you said Oleg it could be 50/50 more or less depending on what ship you are up against.

[ May 22, 2004, 16:45: Message edited by: QBrigid ]

Grand Lord Vito May 22nd, 2004 09:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
Minefields @ 40 or 60 sounds good because the early small transport launches 2 Groups of 10 mines nicely http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS I always trade Colonizer Techs with the neutrals. They want a lot but at least they do trade. I did some numbers for a 300000 research point Colonizer type and it will take about one year @ Empire Research total of only 25k per turn. Staying at the 400000 cost works for me also.

The Hull Plating and SJ’s Armor combination is awesome, why not release it?

You raised the to-hit on the larger satellites in a past release and I like Olegs newest suggestion about raising the to-hit even more this way 50 sats will be quicker to place for the AI and us

oleg May 22nd, 2004 11:40 PM

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

Originally posted by QBrigid:
...Somebody mentioned Ancient Ruins not doing something, is just FQM or all the map types?
<font size="2" face="sans-serif, arial, verdana">I wqa talking about "dummy" ruins - those with zero tech. Before incorporating FQM such planets had all atributes of "ruins" planet. Now they are no longer listed as "special" planet and have no "ruins". It hapens on all maps and is caused by changes in stellar abilities file. Hope JLS has fixed this already.

oleg May 22nd, 2004 11:47 PM

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

Originally posted by QBrigid:
... JLS, you forgot the increased System Hospital reproduction rate, are you still going to raise that and how about another 5% is that to much, Oleg what do you think?


<font size="2" face="sans-serif, arial, verdana">I like it. Since the most population growth occurs on only one planet, HW, each 1% gives you just 2 extra people per 1 year. Increased rate on low population planets gives no benefit due to the integer round up. Surely not worth even bother building special facility if it is only 1% bonus above Cultural Centers bonus.

JLS May 23rd, 2004 12:00 AM

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

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by QBrigid:
JLS, you forgot the increased System Hospital reproduction rate, are you still going to raise that and how about another 5% is that to much, Oleg what do you think?


<font size="2" face="sans-serif, arial, verdana">Reply posted by Oleg:
I like it. Since the most population growth occurs on only one planet, HW, each 1% gives you just 2 extra people per 1 year. Increased rate on low population planets gives no benefit due to the integer round up. Surely not worth even bother building special facility if it is only 1% bonus above Cultural Centers bonus.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Agreed, its in and Oleg thanks for the suggestion.

Quote:

I wqa talking about "dummy" ruins - those with zero tech. Before incorporating FQM such planets had all atributes of "ruins" planet.
<font size="2" face="sans-serif, arial, verdana">Not as many dummies as before - but there will be a few.

Quote:


I am categorically against lowing the colonizing cost !!

<font size="2" face="sans-serif, arial, verdana">This seems the overall opinion - Colonizing tech will remain at 400k http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

please adjust AI research fules - move colonizer tech up the ladder so AI will research it earlier now, in line with human player priorities.
<font size="2" face="sans-serif, arial, verdana">GLV also recommended this change due to "se4 v1.91" http://forum.shrapnelgames.com/images/icons/icon7.gif
GAS, ICE or ROCK type AI Players will take a longer in (CONNECTED) games for the second Colonizer type and with a potential delay for the third Colonizer Tech for some AI Players in (NON-Connected) games.
- more so with the rock start AI Players http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:


But I would rather get better to-hit values for satelites and limit of 50. That will make them more robust against fighters.

<font size="2" face="sans-serif, arial, verdana">Agreed - it will be so.

[ May 23, 2004, 00:06: Message edited by: JLS ]

JLS May 23rd, 2004 12:25 AM

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

Originally posted by PsychoTechFreak:

Something else: religious talisman + the best sensor provides somewhat above 100+ % to hit chance. Isn't it the same as an "always hit" talisman, or am I wrong?

<font size="2" face="sans-serif, arial, verdana">You have a point PTF, perhaps a reduction of 10 or 20 percent to the Talisman. What are the thoughts on a reduction?

[ May 22, 2004, 23:34: Message edited by: JLS ]

oleg May 23rd, 2004 12:37 AM

Re: AI Campaign => For a Challenging AI opponent
 
No ! What would be a point in chosing Religious trait then ? Only shrines ? http://forum.shrapnelgames.com/image...s/confused.gif

Besides, high level RT uses a lot of space. Other races can match it by sticking to smaller ships http://forum.shrapnelgames.com/images/icons/tongue.gif

JLS May 23rd, 2004 12:43 AM

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

Originally posted by Grand Lord Vito:
Minefields @ 40 or 60 sounds good because the early small transport launches 2 Groups of 10 mines nicely http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">I would perfer 40/Fld if this could fly with the Players http://forum.shrapnelgames.com/image...s/rolleyes.gif

Quote:

The Hull Plating and SJ’s Armor combination is awesome, why not release it?

<font size="2" face="sans-serif, arial, verdana">Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
However, lets address what we have and save the rest for the Enterprise TV Series (tm) - AIC addition.

[ May 22, 2004, 23:44: Message edited by: JLS ]

PsychoTechFreak May 23rd, 2004 05:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
[quote]Originally posted by JLS:
Quote:

..., perhaps a reduction of 10 or 20 percent to the Talisman. What are the thoughts on a reduction?
<font size="2" face="sans-serif, arial, verdana">I agree with oleg, no reduction please. I just had a wrong idea about the "to hit chances". Since there are good ecm components to counter, I think it is balanced (and the talisman takes a lot of space also).

PTF

crash52 May 24th, 2004 01:32 AM

Re: AI Campaign => For a Challenging AI opponent
 
I bought SEIV Gold quite some time ago, have played it a lot with some minor mods, and lately played seval games with the TDM mod. I just downloaded the AIC V4.11 mod and am starting to play it. Here is my question/problem. I am trying to find any explination of the changes in this mod. There was a brief readme text in the download, but there are a lot of new facilities in this one. I bet there is a post/link somewhere here that would answer all or at least most of my questions, but on a dial up connection, even reading the 91 pages of this thread is VERY time consuming. Thanks to any one who can point me in the right direction!! http://forum.shrapnelgames.com/image...s/confused.gif


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