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

JLS July 8th, 2004 03:31 AM

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

Originally posted by gregebowman:
Hmm, I'm always slow to build up on my medical technicology. Right now, I have Bio Med II (?). I guess I'll have to research more medical now, if I want my population to grow. Thanks.
<font size="2" face="sans-serif, arial, verdana">With a Bio Med Facility built in System I would expect your Reproduction rate to be near or well above 20%.

If you are playing a Star Liner type Game -there use is the key to your GROWTH and Possibly your survival.

- - - -
If Star Liners are not for you, Play AIC free starting option OS* enabled - and your Growth will be extreamly steady and without falter. And you do not need many if any Starliners at all -->(POP TRANSPORT FREE if you wish)<-- Trade any surplus resources and now build Combat Ships instead of Starliners http://forum.shrapnelgames.com/images/icons/icon12.gif

Gives the benifits of - Immigration
= = = = =
Reference

Name := SO*
Description := With *HP* above, this option will result in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option.

Name := Immigration
Group := Applied Science
Description := Improved Planet population increases. By means of Immigration and Naturalization.
Maximum Level := 1
Level Cost := 100
Start Level := 1

[ July 08, 2004, 02:56: Message edited by: JLS ]

Yimboli July 10th, 2004 02:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS-

i'm not sure if this has been answered before or not, but i'm wondering why you didn't include a universal colony ship kinda like the universal colony component included in the DevNull mod (the Last Version of it i played anyway). I liked how in devnull mod, once I researched all three colony techs, I had one component that could colonize any planet (rock, gas, or ice), and didn't have to micromanage so much. i.e. in stead of counting the individual numbers of rock, ice, and gas planets in a system I wanted to colonize fully, all I needed was the number of planets. this is a small thing I know, and I can (relatively) mod it into AIC myself. I'm just wondering why you opted not to include it?

~Tim

JLS July 10th, 2004 04:44 PM

Re: AI Campaign => For a Challenging AI opponent
 
I agree this is indeed a nice touch in DevNull; however, with many MODS or Stock se4- this same flexibility or more: could be accomplished by the se4 settings file to := false http://forum.shrapnelgames.com/images/icons/icon12.gif (Please review reference below)

I am unsure of any effects Dual or Tri Colonizing abilities within one ship will have on the AI Players in stock se4 (post v1.91) - as to the AI's logical use of this option and to consider the gain in flexibility for Human Player http://forum.shrapnelgames.com/images/icons/icon12.gif

Oleg, suggested this same option just prior to the AIC release of v4.191 and after a short test it was decided then: that Dual Colonizers was an option that may take from the Human Players intellectual process of the game and may not be to the AIC AI Players best interest - in the overall http://forum.shrapnelgames.com/images/icons/icon7.gif


= = = = =
Reference - Defaulted se4 Data/Settings File:

No Retrofit Adding Of Colony Module := True (False would allow more Flexibility for Human Players in a Stock type se4 environment) http://forum.shrapnelgames.com/images/icons/icon12.gif

[ July 10, 2004, 17:29: Message edited by: JLS ]

Fyron July 10th, 2004 06:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Doesn't a facility starting with roman numeral 0 imply that it only has 1 level? Seems to me like anything with multiple levels should start with a roman numeral...

Quote:

I agree this is indeed a nice touch in DevNull; however, with many MODS or Stock se4- this same flexibility or more: could be accomplished by the se4 settings file to := false [Wink] (Please review reference below)
<font size="2" face="sans-serif, arial, verdana">All that that setting does is allow you to add a colony module in a retrofit to a ship that does not have a colony module already. It does not prevent you from changing an ice colony ship to a gas one. It is not akin to a universal colony module in any way.

Universal colony modules benefit the AI, as it no longer builds too many of one type of colony ship, once it has them available... http://forum.shrapnelgames.com/images/icons/icon12.gif It can send the colony ship with a universal module to whatever planet it wants. No more worries about building too many rock colony ships, when there are plenty of ice and gas planets to colonize.

[ July 10, 2004, 17:50: Message edited by: Imperator Fyron ]

JLS July 10th, 2004 06:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
I can see were that would be an understanding to you Fyron.

What come firsts Zero or one - or is Zero the end and in then the new begining.
= = =
Edit:

The AIC AI has always made scores of Colonies - even, Hundreds of Colonies for years; even prior to se4 v1.78. I see no reason to change this and add an extra burden on the Players to keep up with ALL the AI Players http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

"this same flexibility or more: could be accomplished by the se4 settings file to := false"
<font size="2" face="sans-serif, arial, verdana">Please read my post.

I never said you could NOT retro fit a Colony Ship to another type - as you may have implied, Fyron.

However, my post says what it says - "you will acheive a greater flexibility in a Stock se4 Enviroment" (.) http://forum.shrapnelgames.com/images/icons/icon12.gif

[ July 10, 2004, 19:00: Message edited by: JLS ]

JLS July 10th, 2004 07:18 PM

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

Grand Lord Vito
Sergeant
Member # 3762

posted May 02, 2004 05:05 PM
--------------------------------------------------------------------------------
JLS the beta release for AIC 4.50 is great I played it all week end.
Some of the AI is a little agresive is this what you wanted? The plate armor for the out side hull is perfect and dosnt use very much internal space MORE WEAPONS . I like the Internal Structural Supports (leaky Armor) And with no armor load restrictions
The AI builds even more ships with even larger task forces (45+ ships in 3 Fleets with others ranging from 2 to 40 in the late game) Tere planet fighers may be a little to hard to crack should you tone this down?
They build more Colonies faster now it is getting very tough to keep at medium AI bonus
Are you going to implement the AI Spereworld SM ships still?
Keep up the good work.

Did you get my Email

<font size="2" face="sans-serif, arial, verdana">In a (private beta) long ago - GLV posted on his observations http://forum.shrapnelgames.com/image...s/rolleyes.gif

- - -

We can have the AI in AIC do just about anything that we can imagine - to include 6666.66 Colony Ships of any or each Planet Type http://forum.shrapnelgames.com/images/icons/icon12.gif , even to say the AIC AI to have all 20000 of the Super and Heavy Baseships to knock out or capture any opponent - and thereby denying anybody to have any Colonies http://forum.shrapnelgames.com/images/icons/icon12.gif

However, you may already know this with AI Campaign and to know - this would be to much against any Human Opponent http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 10, 2004, 18:47: Message edited by: JLS ]

Fyron July 10th, 2004 07:58 PM

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

Originally posted by JLS:
I can see were that would be an understanding to you Fyron.

What come firsts Zero or one - or is Zero the end and in then the new begining.

<font size="2" face="sans-serif, arial, verdana">Ah, but a 0 entry does not display a numeral of 0, it displays nothing. This implies that there are no more levels, like with stock game Spaceports and Resupply Depots.

Quote:

The AIC AI has always made scores of Colonies - even, Hundreds of Colonies for years; even prior to se4 v1.78. I see no reason to change this and add an extra burden on the Players to keep up with ALL the AI Players [Wink]
<font size="2" face="sans-serif, arial, verdana">It would not cause them to build more ships, it would just mean that they no longer waste resources on a couple of useless colony ships...

[ July 10, 2004, 18:59: Message edited by: Imperator Fyron ]

JLS July 10th, 2004 08:03 PM

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

[ July 10, 2004, 18:59: Message edited by: Imperator Fyron ]

<font size="2" face="sans-serif, arial, verdana">Agreed http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 10, 2004, 19:05: Message edited by: JLS ]

Fyron July 10th, 2004 08:08 PM

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

I never said you could NOT retro fit a Colony Ship to another type - as you may have implied, Fyron.
<font size="2" face="sans-serif, arial, verdana">Such an implication does not follow from my post.

Quote:

Please read my post.

I never said you could NOT retro fit a Colony Ship to another type - as you may have implied, Fyron.

However, my post says what it says - "you will acheive a greater flexibility in a Stock se4 Enviroment" (.) [Wink]
<font size="2" face="sans-serif, arial, verdana">No, you said the _same_ flexibility could be achieved, which is not true. Having to waste time and resources retrofitting ships does not in any way provide the same flexibility of a universal colony module. Further, that setting does not have anything to do with the request at hand. The entire purpose of the universal colony module is to reduce tedious micromanagement. No longer do you have to keep track of what you are building based on what is available. Just build as many colony ships as you have planets to colonize, and away you go. This is impossible to accomplish with retrofitting colony ships to other types, or even with retrofitting non-colony ships into colony ships. That just adds another layer of micromanagement to the whole affair.

JLS July 10th, 2004 08:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thank you Fyron for this understanding - Perhaps you should institute the Universal Colonizer in your Adamant MOD - perhaps even as an Ability (derived only from the Mounts alone) and not from the Components of themself http://forum.shrapnelgames.com/images/icons/tongue.gif

However, as of now - and it was posted such “we have decided against this in AIC“, this is OK with you Fyron or is it not. Please do not answer it was not a question and it is just of academics http://forum.shrapnelgames.com/images/icons/icon7.gif

= = = =

Tim - We will play test this some more; as a Human Player Vehicle Hull and with your pre-reqs - thank you for the Suggestion http://forum.shrapnelgames.com/images/icons/icon6.gif

[ July 10, 2004, 19:26: Message edited by: JLS ]


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