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Re: AI Campaign => For a Challenging AI opponent
Mottlee, I just downloaded AIC Complete in under 12min at 44.0 kbps Standard.
~~~ AIC upgrade files in less then 2 min. I don't know what to tell you. GLV and Sundevil just downloaded not to long ago with now prolems. Edit; Downloaded again, no Problem. Please try again. [ May 03, 2003, 23:32: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by SunDevil:
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~ AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD: Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some new and interesting strategies and designs. ~ AIC TFM is no longer beta, and the line will be removed from the readme, thanks. AI Campaign has been in development for several months and the AIC Tactical Fighter Mod has been Tested only the Last prior to release. Since the Release of AI Campaign less then two Months ago, there has been desires from players of certain Components or Facilities that they wish to see. So as a natural Evolution, Items are revised, Changed and added. As you can see Posted and in the AIC History file that there are revision to all modules in AI Campaign, not just the AIC Tactical Fighter Mod. Which is pretty much where we like it. for now anyway http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
Sundevil, I have Several months labor designing and testing this mod. However, with that said. AI Campaigns v2.90 Component File is VASTLY different then any other Current MOD and other then about several Proportion specific common Components or a Facility, there is so very little in comparison to Proportions. In regards to balance thru the AIC Component, Facility Files and others; I am able to achieve. Excerpt, From Mod Info: ~ AI Campaign~ Incorporates-> AI BALANCE MOD Created specifically for a more challenging AI. AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues to name a few and does not use our fun stuff like; star liners, low level Master Computers etc. ~ This will not be found in any other Components file or existing MOD today and is unique only to AIC http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
If you notice I do use more Organics on some Common facilities and the Organic Races of course use organics on most of there Production. However, FOOD and ENERGY expenditure are used also by the Population; Primarily in Urban Centers, Towns, Cities and The Like. You will see this reflected in your game. You may find that Finite Play with AIC Campaign Finite Economics Module is very unique, and is enhanced nicely with Imperial Trade, Commercial Income, Trade Centers and Asteroid Domes. Quote:
Excerpt from AIC Read me: ~Tip~ "So much Resource Surplus nowhere to put them"? Not a biggie in NON Finite Games but still waste is wastefulness so BUILD WAR SHIPS, Base Space Yards and a Base Repair Station is recommended early, or build some specific Resource Storage facilities, build from the assortment of COMMUNITIES (if Colonial Development is researched) this will not only use some of that surplus but will also provide more empire resource storage. Use the trade center to exchange the surplus for a needed resource. If your OK on resources and don’t know what facility to build, build a quick Research Facility then scrap them when in need for a Resource facility. Further more, grease the wheels of diplomacy by giving gifts or tribute in terms of resources (5-20kt)to another AI nation as to cultivate their relationship towards you- I want to stress how important this is- this AI can make a good Ally or a very persistent foe http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 04, 2003, 07:08: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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less then a minute http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
JLS, thanks for the FYI reply my No Warp questions earlier.
Warping sounds like it could be interesting http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: AI Campaign => For a Challenging AI opponent
I found a typo in your new Religious Settlement (25).
No biggie. Although faster to build, I like the research generation better from the Colonial Settlement any way http://forum.shrapnelgames.com/images/icons/icon12.gif I think I am hooked on NO WARP-FINITE http://forum.shrapnelgames.com/images/icons/icon10.gif [ May 04, 2003, 02:05: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
Last minute I was adding Ship Yard Ability to all the Culture Centers 1500 in total for 14 and Towns 500 thru Colonial CC 2000 in total for 15. Also reducing the Space Yard Facility to 500 at the first level.
This way as you build Urban Towns and Cities with a Space Yard the Construction Rate goes up. Starting with 2000 at HW. Of course there will also be Space Yard Upgrades as well or none. In theory this would be a breakthrough; but Alas, you can only build one space yard per Planet as per se4 rules. Unless someone knows a work around? I absolutely can do this for the Home world with add bonuses for Races but then you would not be able to build another CC or replace a lost yard so the Idea was shelved for now http://forum.shrapnelgames.com/images/icons/icon9.gif Any way, I will take care of the Typo and put it up for download after a few more days of public playing. I should also will add Orbital Ship Repair ability to the HW General Culture Centers, I qoing to do this originally for 2.90. Thanks, GLV [ May 05, 2003, 22:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Players please remember in Traits setup.
You also have the Options for the advantage and your enjoyment: Name := Opt 1 Description := Human Player - advantage Results in: Best Home World. (plays well in any play style) Name := Opt 2 Description := Human Player - advantage Results in: Higher Proportions of Resources (may use up resourses quicker in Finite Games). Or both, Please do not consider the options above a cheat, the AI doesn’t; why should you http://forum.shrapnelgames.com/images/icons/icon6.gif These are for the balanced game of your tastes, please take advantage of them http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 04, 2003, 16:32: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Nice Job, JLS. The way you have the Components and Facilities organized is truly neat and professional looking http://forum.shrapnelgames.com/images/icons/icon12.gif
I always play with Option 1. Neat installment, I like Having the best Home World. There is also no need to re-roll my character now if I want to try other options. No Warp and Finite game setting options is also the way for me, this allows for a nice slow steady game pace. But I am afraid to open the warp to the next System. Do you suggest we build a Battle Station before the warp is opened. I am not going to open over my home world, instead I am going to setup a tiny Breathable Planet near the Home World to set up super defenses. Is it also possible to add System Intel bonus to the Psychics CC like you did with the Temporals with System Research. I sent you an EMail, did you receive it? Keep the Faith http://forum.shrapnelgames.com/images/icons/icon7.gif QBrigid [ May 04, 2003, 17:25: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
Thank you, QBrigid http://forum.shrapnelgames.com/images/icons/icon7.gif
Keep an eye on your Planet Values, you may need to expand eventually. Go with your gut in regards to the Battle Station although the AI does a pretty good job against fixed defenses and this includes Sat and Mine fields as well. This and Interceptors are the key to a good defense. It may not be wise to rely exclusively on the just Infantry now for the Colonies, a good light to Heavy Troop Vehicles mix should make for well rounded combined arms tactics in AI Campaign. Also it may be best not to go to deep into Shields and/or Armor until you see who your rivals may be. Also don’t forget to try the new Engineering Section Component for your Battle Station, not only will it give you a little in ship Damage Control but will do wonders for the Maintenance. The New Sick bay will also help with the Crews Combat efficiency as well http://forum.shrapnelgames.com/images/icons/icon12.gif The Warp Scientists also much prefer the added Engineering Section for it ability to maintain the Warp Opener http://forum.shrapnelgames.com/images/icons/icon12.gif QBrigid , I like your Psychic CC Ideas and they also will go out with the addendum to v2.90. GLV, I also suggest the Trade Center to be built early, but you probably already figured that, knowing you and your Economist ways http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 05, 2003, 00:08: Message edited by: JLS ] |
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