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

Fyron June 7th, 2004 06:27 PM

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

Originally posted by JLS:
Thanks Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">I should also point out that, once added to USM, they can be readded to AIC, along with all of the other formations. http://forum.shrapnelgames.com/images/icons/icon12.gif

Grand Lord Vito June 10th, 2004 01:59 AM

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

Originally posted by JLS:

By the way, why have you not committed yourself against the BobRobi? This fight will surly be interesting and they breath oxygen and this will complement your Carbo breathers.

<font size="2" face="sans-serif, arial, verdana">Sure as if you diddnt already know.
I have to pay tribute of a few thousand resources every 10 turns or so to keep he damm Praetorians amiable to me. They were starting to want more and frequent every time a started a new Colony just to keep them warm.

Your stellar manipulation suggestion worked. I opened a warp point from the Praetorians home system to the Seregetti system and soon the Sergetti lost all its colonies in that system. Ther now at war http://forum.shrapnelgames.com/images/icons/icon10.gif and my Fleets can now end this dreadful defensive waiting game with the Praetorians and cruise on wipe the Robi (slaves for the Dell Empire).
Why dont I just close the Nultah Home System warp to my area and be rid of the Terran threat altogether?

Grand Lord Vito June 10th, 2004 04:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS I dont know about everybody else but it looks great, go ahead and release it.

Although I would take another look at the Psychic Race, they were tooo powerful as is. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS June 11th, 2004 12:24 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks GLV - AIC still needs a little more testing. General consensus is that the small 1kt bracer is a wash, do not expect it to be in the release. The starting 5kt bracer will be 20 then with a 5 structure increase from each armor level. This should yield some protection against Armor Skipping races and the Torpedoes launched from Fighters. Another thing that is great about SJ’s Armor - it can give a good deal of protection and with out totally nullifying (skip armor) completely.

I understood your concerns and we are revising the v4.11 Psychic Trait for less advantages when playing multiplayer.

Grand Lord Vito June 14th, 2004 08:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
I didnt think ot the Torpedoes, good point.

So how bout it, where is AIC 5.00? http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS June 14th, 2004 09:44 PM

Re: AI Campaign => For a Challenging AI opponent
 
Soon.

I am working with QB on the Psychic trait rebalance and with Oleg on some late game AI advantages.

JLS June 18th, 2004 07:39 PM

Re: AI Campaign => For a Challenging AI opponent
 
================================================== =======
Version History for AI Campaign v4.191 ~ June 18, 2004
================================================== =======

Updated for SPACE EMPIRES IV newest Version ~(v1.91)

CONCEPTUAL:
AI Players Economic and Infrastructure delayed.
AI Balance adjusted to be little more advantages towards the Human Players.
Added Base Space Yards for MultiPlayer option at an increased rate.

COMPONENTS:
Removed Limits on most Armor ~ PTF
Added a smaller Version of Leaky Armor ~ SJ
Revised Psychic Racial Trait ~ QB

RACEs:
FRACTALIAN RACE STYLE ~ Ed Kolis
Neutral Images from Custom Race Portraits at jdtaylor.home.mindspring.com

TECH:
Shuffled and added a few.

VEHICALS:
Lowered Starliner Costs 40 to 60% ~ Oleg

QUAD MAPs:
New Default {Starter map} - Based on Fyrons Balanced Quad map.

NOTES:
Many tweaks and a few surprises

[ June 18, 2004, 19:54: Message edited by: JLS ]

Grand Lord Vito June 19th, 2004 12:32 AM

Re: AI Campaign => For a Challenging AI opponent
 
Finely the next AIC is out. I thought we were going to have another LAN Imperialism 2 this weekend.

Ed Kolis June 19th, 2004 02:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
I finally got around to playing AIC for the first time, now that my Fractalian race is in (too bad their shipset isn't http://forum.shrapnelgames.com/images/icons/icon9.gif ) and now I have some...

COMMENTS

OF

DOOM!!!!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

The Faith Shrine -20 says it only reduces chance of bad events by 15%

The Colonial Settlement uses kT of resources to mean 1000 units for the storage ability and 1 unit for the imperial trade ability!

The starliner and freighter portraits are TOO BIG!

Where is this "small transport mount" referenced in certain components (like Space Yard Ship)?

How about adding in the Ultimate Strategies mod?

How about using the fighter engine pics for the efficient engines so we can tell them apart?

Why don't Supply Compartments and Cargo Compartments count as cargo space?

Intelligence Sabotage 2 has the same tech req as Intelligence Sabotage 1... and why don't intel projects use roman numerals?

JLS June 19th, 2004 03:06 AM

Re: AI Campaign => For a Challenging AI opponent
 
<font size="2" face="sans-serif, arial, verdana">Typo on the Faith Shrine description, fixed at 20%

Agreed, I will recheck the KT standardization of descriptions.

I have yet to have the time to make ALL the Starliners and other non-se4 ships Images that closely resemble each race - so I offered what I had. I will probably do this for se5 AIC.

A reference for Stellar manipulation mounts for those that would fit on a Transport.
However, I will also make the reference for the Space Yard Ship, thanks.

Not all Players want USM pre-installed - I am told "to many choices and their personal Srats will be way down the bottom of the list", I did offer the Interceptor strategy as requested by a few players, plus in the (design example existing Empire choice) are some examples for new AIC players on some ships designs and empire strategies that are specific to AIC.

AI Campaign fighters do not have the efficient engine component, they are designed for Tactical or Strategic movement and for optional afterburners.

I did not want the small Supply Compartments to contribute to the overall cargo of a Transport hull Tankers, it must use the 20kt (Supply Storage component) value to fill the Hulls quota.

Thanks, I will revisit the AIC Psychic Intel file and set Sabotage 2 req.

= = = = = = = == = = =
Good stuff Ed, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 19, 2004, 03:03: Message edited by: JLS ]


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