![]() |
Re: AI Campaign => For a Challenging AI opponent
MP* (1200) (1500) (10,000) - whatever highest Facility Mineral Gen number http://forum.shrapnelgames.com/images/icons/icon7.gif
As long as we all agree: It is not important if we out produce the AI with the AIC Multiplayer options, as long as all have the amount of Ships/Bases and the extras in the game that we or as an indvidual - are indeed comfortable with http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = We will also add to the AIC MP* multiplayer Option - individual level one thru 5 Mining Facilities and other Items - that will be AT or very near se4 default values. http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 05, 2004, 15:36: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Qbrigid is supplying a full and completed inventory of the se4 RACE Hulls that Nonstandard does not supply and that are just AI Campaign Specific and this will be an OPTIONAL download for the Players that wish to use the se4 stock ship sets - with all the additional corresponding pics. And as with all AIC downloads - this will be placed in its AICampaign/Pictures/Race Folder. [ July 05, 2004, 19:50: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Just caught up with this thread. Hi everyone.
Quote:
If you'd like to use any of the existing neo-expansion images then that's fine, as long as credit is given (Note that not all images in the neo-expansion are mine, so check the readmes before giving credit.) If you'd rather create a full set for yourself and duplicate more work, that's fine as well. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
It would be good to see them updated and expanded as long as credit is given.
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
You can not receive a more complementary praise then what Dogscoff has just offered http://forum.shrapnelgames.com/images/icons/icon7.gif Thank you again Dofscoff, the Neo Standard images will certainly ease the requirement that was necessary to complete the AIC Hull image inventory. [ July 06, 2004, 14:13: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS,
I've been playing your 1.91a mod for the past couple of weeks. I like it, but there are some questions I have. First of all, why can't I get starliners to go more than 2 movements? No matter what type of engine I put in there, they don't go very fast. Transports and colony ships aren't much faster. I can get them to go 6 movements, but no more. Is there a way to boost the movement rate? Other than this, I'm enjoying the mod. I just wish I can get my populations to breed faster. |
Re: AI Campaign => For a Challenging AI opponent
Quote:
My solution to excuberant cost is to build starliners with computer core. It restricts the capacity to 1M but makes up for it by _very_ low oranics cost. |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Understood, the Freighters (AKA small Starliner) will always move at a speed of 2. However the Starliner will move at a speed of (3) with Jacketed Engines. The Large Starliner will also move (3) with Quantum Engines This speed for the Star Liners has been the favor - for most Players that like AIC StarLiners. Some Players also perfer AIC option OS* described below ~ You may add Propulsion Expert to increase all your designed movements and this may be accomplished for Free - with the MP Bonus points, that is located a little further down the Traits menu and just prior to the Strategic Fighters start option http://forum.shrapnelgames.com/images/icons/icon12.gif - - - To modify System Population growth; expediently, other then the basic means se4 offers thru Engineering etc. ~With AIC Medical Technology you may build System Hospitals and this will increase the Reproduction rate of that System. Off coarse there is also the Organic Race reproductive benefits as well. - - - - AIC offers the OS* starting trait option and this will increase your Population Reproductions dramatically thru out the coarse of your game and actually, the result will be less Starliners or even none. http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = = = = = = = = = Reference ~ AIC Cargo Class Hulls Options Slow Freighters Will start you off with 899kt Cargo at the low cost 90m 18o 31r . This is a vast amount of hauling capability with the drawback of a speed at an average of 2 sectors per month. You may replace the Basic Bridge for a Starliner Population Module to this Freighter Hull - raising this to 1000 Cargo spacing enough to carry a mass of population at a cost of 76m 63o 33r. Starliner This is the most versatile Hull in the Cargo Hull Class. With a potential of 2000kt of Cargo space - this may be used as a mass Population mover and as Cargo Mover or have double the Ability of any one mentioned. As a cargo Carrier (two Basic Bridges) it can pack 1798kt of space at a cost of 112r 35o 39r and will travel at a speed of 2. However this same Configuration with Jacketed Engines will cost you 197m 35o 46r and yield a speed of 3 sectors per month http://forum.shrapnelgames.com/images/icons/icon12.gif Also as a Cargo Carrier - If we remove the (basic Bridges) and install an automated Computer Pilot as Oleg suggests: we would achieve the same configurations and some free space for an added nich of supplies or more cargo at a cost of 83m 0o 58r at a speed of 2 and 175m 0o 66r speed 3 sectors per month and as Oleg points out the Computer Pilot will save Organics. Largest of the Starliner Hulls This will haul a potential of 3000kt of Cargo and again add many available and at many cost versus mean options as with the medium type Starliner; however, with the vast size of this Hull to move more the 2 sectors per month players must achieve the research for Contra this vessel will require 4 installed. With the upgrade to Quantum Engines this Large Starliner will move at speed 3. There are very many Combinations of Components to effect AIC Cargo Class Hulls profitability as your game develops and there is no one option that is hard and fast, it all depends on what you want to achieve at the time and towards the end. - - - - - Also to note: The Standard se4 Transport that we are all familiar with - will also serve as a Population Transport and will yield much greater speeds; However, this will also be at a price that again must be weighed for the actual priority of this need. [ July 07, 2004, 09:11: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
I am testing another persons mod and I got the Names mixed (that mod had the System Hospital) http://forum.shrapnelgames.com/images/icons/blush.gif
I am happy that you have the Facility. http://forum.shrapnelgames.com/images/icons/icon10.gif It has the 4 levels only. = = = = = = = = Reference Name := Bio Med Facility Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 0 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 3000 Cost Radioactives := 1000 Number of Tech Req := 3 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 2 Ability 1 Descr := Populations in this system will reproduce 5% faster Ability 2 Descr := Medical Research 50 Name := Bio Med Facility I Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 1 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 4000 Cost Radioactives := 2000 Number of Tech Req := 3 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 2 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Descr := Cures level 1 plagues in this system. Ability 2 Descr := Populations in this system will reproduce 6% faster Ability 3 Descr := Medical Research 75 Name := Bio Med Facility II Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 2 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 5000 Cost Radioactives := 3000 Number of Tech Req := 2 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 3 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Descr := Cures level 2 plagues in this system. Ability 2 Descr := Populations in this system will reproduce 7% faster Ability 3 Descr := Medical Research 100 Name := Bio Med Facility III Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 3 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 6000 Cost Radioactives := 4000 Number of Tech Req := 2 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 4 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Descr := Cures level 3 plagues in this system. Ability 2 Descr := Populations in this system will reproduce 8% faster Ability 3 Descr := Medical Research 100 [ July 08, 2004, 02:41: Message edited by: JLS ] |
All times are GMT -4. The time now is 05:37 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.