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Re: AI Campaign => For a Challenging AI opponent
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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 ] |
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 |
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 ] |
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...
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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 ] |
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:
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 ] |
Re: AI Campaign => For a Challenging AI opponent
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- - - 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 ] |
Re: AI Campaign => For a Challenging AI opponent
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[ July 10, 2004, 18:59: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
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[ July 10, 2004, 19:05: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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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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