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Re: AI Campaign => For a Challenging AI opponent
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What is even cooler is that you don’t have to refill it with supplies it automatically resupplies itself each month with its own replenishment fleet http://forum.shrapnelgames.com/images/icons/icon6.gif JLS |
Re: AI Campaign => For a Challenging AI opponent
Or it can be useful in an enemy system, as it is faster to put into action than a planet with a supply base. http://forum.shrapnelgames.com/images/icons/icon12.gif
Oleg, yes it can be a nightmare if you do want to prevent any waste. But why not forgetting about this waste? I won't even mention what will happen when you have ten systems for instance, and other "toys". I am myself in love with this option, but I am a lazy player when it comes to micromanagement. http://forum.shrapnelgames.com/images/icons/icon7.gif And even expansion in other systems is so much easier with this option, as you can colonize these worlds much faster than with Starlines, although you could also use both options. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
I don’t see what the big deal is Oleg, I look it as auto starliners that fill your planets so you don’t have to. This make for less micromanagement.
I don’t see how you are loosing slaves when you are gaining one per turn in all the Planets and if the Home World stays full as it usually does with v3.02 with the Organic Gestation Vats and the Replicant Center. Hmmm same effect actually. I noticed in v4.0 with the immigration Option the Organic Replicant centers produce more per turn then v3.02 |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Sorry GLV, what I meant is that, when colonizing other systems (or even major planets in your system), you could still use a lot of Starliners to speed up the process along with option 1. In minor systems, I tend to send only few or even none at all Starliners, if I am patient enough. Especially now that I am having an early war which is an heavy strain on my economy. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Certainly, HumanTech I idea is to help the casual players to stand up aginst AIs on steroids. Still, after my first experience i would never ever pick up this option again - obviously. I'm a micro nut and it is way too easy to dominate AI with so many extra people. I would really like to see an option for 2M cargo small starliners to reduce ship numbers.
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Re: AI Campaign => For a Challenging AI opponent
Yes, GLV, if one assume HP-I option is a representation of hidden starliners to help micro-man., there is no problem. But my heart bleeds when I see a full planet with no room for new "subjects". Involuntarely I want to releave the crisis and plunge into the more micro-man. than ever before !
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Re: AI Campaign => For a Challenging AI opponent
I am also with you Oleg, I prefer the Star Liner system as well. However, Option (O1*) is a fair compromise for those that want a more robust and less micromanaged game http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
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http://forum.shrapnelgames.com/images/icons/icon10.gif GLV <-> Oleg http://forum.shrapnelgames.com/images/icons/icon10.gif Ok ok the Planet Lore is BACK http://forum.shrapnelgames.com/images/icons/icon7.gif Yes GLV, to complement the reduction in SM tech the cost for the Open Warp and the Create Planet Components also will be reduced http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 25, 2003, 16:45: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by QBrigid:
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However if you feel that L20 is not low enough, QB please go to the AIC extras folders and double click on the AIC default LOW Event Frequency and install this as you did the original AIC v4.0.Zip. I had you in mind with this file; the result will be the same events but at L10 percentage low chance frequency that you preferred in a much earlier post http://forum.shrapnelgames.com/images/icons/icon12.gif - - - Quote:
For example, Ship and Unit data Espionage etc. that is useless for the AI - - - Quote:
Alas, no. I will have FQM add-on ready for v4.02. In addition I would like Fyron to get a look the end result, before the release. Only a few updates left in me and that is it, I plan on having someone else maintain AIC. - - - Quote:
Maintain 13 races in the primary folder in your Solo games and one additional per multiplayer http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 25, 2003, 18:17: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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(> Design Names <) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That is a bad idea. Just copy it into the default Dsgnname folder, and make sure your AIC folder has none. No sense duplicating all those files. http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
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[ October 25, 2003, 18:30: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks Fyron. That does make more sense. http://forum.shrapnelgames.com/images/icons/icon7.gif
Players also may want to delete the current AIC Dsgnname folder in there AICampaign directory so se4 will default. |
Re: AI Campaign => For a Challenging AI opponent
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If the Human Player succeeds in capturing many AI Colonies or worse its Home World (at defaults to only include O1*) in the first 10 Years; I have Failed most Players. - - We also must consider that the AI Players settings is to a semi docile state for most with-in the first 5 years; as to help allow other players the right of passage, aggrements, keep early wars down and to readily expand in non-cluster style games. - - - With mid and high level increases in the Mining Facilities and with savvy AIC resource trading the experienced Human Player should be on keel with the Mid Pack AI major Players in about 10 Years v3.02 and about 15 Years with v4.0 http://forum.shrapnelgames.com/images/icons/icon7.gif = = = = Granted this may need to be re-balanced for AIC v4.0 and I really did not have all the time I wanted to accomplish this. I am Leaving this balance in Characteristics Values and Thresholds in Alneyan hands for an up coming Version. http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 25, 2003, 21:02: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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About this vessel JLS, part of its description says "Auto refueling is 200kt min. per month in most Systems." I have to admit I didn't really understand that part. Especially as the ability for this description is a regular "Offense Minus". Sure, it is a minor detail as you can see. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I missed this post earlier today, sorry Alneyan. Some may find this Deep Space Re-supply Base; more effective then a mere functioning and not too intuitive novelty, in many applications http://forum.shrapnelgames.com/images/icons/tongue.gif Actually I understood you did not want to post the spoiler http://forum.shrapnelgames.com/images/icons/icon7.gif Agreed, the sentences do not fit the way you may expect when looking at the item with-in the Data Files. However if you check it with ALL TECHS option and hover over the Hull in Vehicle size then view the intended abilities descriptions, it all comes together relatively well for the Player. http://forum.shrapnelgames.com/images/icons/icon12.gif In order to construct the Deep Space Re-Supply Base in another Players System, you will need a Space Yard of any sort and the need to defend. Yes, this is another tool to aid us in our glorious successes. http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 25, 2003, 22:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
What I meant JLS is that the functioning of the Resupply Base can be not really intuitive to grasp when you are not familiar with the way Bases and fleets are handled in the game. And yes, I can see many uses, if I can think of using this hull next time. *Grumbles*
I looked within the game and couldn't find what you meant by this sentence. My bad, I thought "min" meant "Mineral" while it should be "minimum" I gather. And then this sentence applies to the capacities of the base to generate its own supplies. Don't ask me why I thought of a mineral generation on this base. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
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I just finished my design and saved it to the Dsgnname folder and it stands out nicely in the AIC directory. I also copied a few neat design names from DNA and put them in my AIC directory. It is better to keep the AIC Dsname folder and place the design files you like then to fish thru several hundred that comes with DNA SEIV default folder http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 26, 2003, 09:25: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
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Option 1 is fine and it does speed the game along with less management but I also like Star Liners, as Oleg said there is just something about the feel of Star Liners. Besides I have had scores of population joining my colonies vie your new Random Events with the Star Liner and Refugee events. Medical teams are a nice touch as well. I also want to apologize for my Posts long ago. When I questioned the new Event file would be better then v3.02. GREAT JOB! I did not notice many changes in Psychic Intel other then def-con color code http://forum.shrapnelgames.com/image...s/rolleyes.gif Opps. 16 races in the RACES folder worked fine but I forgot to take the krill out and don’t ya know they are in the game and at WAR with Cue Cappa. They also where a WAR with the Zynarra until that warp closed. I decided not to play a no-warp game and to try a standard Centurions game to check out the new maps. I am proud to tell you I am doing fine and holding my own http://forum.shrapnelgames.com/images/icons/icon6.gif It is almost 200 turns and I am in forth place with a 8 players with 2 nuetrals. http://forum.shrapnelgames.com/images/icons/icon7.gif I am also happy to report that 2 new Independent Races have been “spawned “ the new Races that joined the game are: Trebor Empire and the Canarus Kingdom. http://forum.shrapnelgames.com/images/icons/icon6.gif I have not found them yet, but the Canarus I can reach after a few more Military agreements. I have not found the Trebor system yet. Hey {NEAT} this means in some games there will be a independent Spawned with my name… Can you imagine the Brigid Clan? Cool – Wait then again, can you imagine? Fyron Imperium Oleg Federation http://forum.shrapnelgames.com/images/icons/shock.gif Them Coming alive in your game http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 26, 2003, 11:18: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
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- - - I like AIC economics as they are JLS. Oleg and GLV showed me the ways of the Warrior Class - now I KICK BUTT http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: AI Campaign => For a Challenging AI opponent
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I just finished my design and saved it to the Dsgnname folder and it stands out nicely in the AIC directory. I also copied a few neat design names from DNA and put them in my AIC directory. It is better to keep the AIC Dsname folder and place the design files you like then to fish thru several hundred that comes with DNA SEIV default folder http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Actually I plan supplying the Phongs, Terrens in the least and yes of coarse we all will have the copy of QB’s new designs http://forum.shrapnelgames.com/images/icons/icon7.gif EDIT: With-in the next AIC Dsname folder will be an IE link to FYRONS DNA MOD, Fyrons folder has tons of great design names, and is a must to have http://forum.shrapnelgames.com/images/icons/icon12.gif http://dna.spaceempires.net/ Quote:
= = = = = = = = Reference Race_AI_Politics file Accept Treaty First 50 Turns Modifier := ## Propose Treaty First 50 Turns Modifier := ## [ October 26, 2003, 23:24: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I have got an answer from MM regarding catastrophic events and homeworlds:
In both (sim and turn-based) a players' HW (or their first HW) is immune from catastrophic events. It was too devastating to have the HW obliterated by an event. The immunity has not been in the early Versions of SEIV. Well, I can YES this for all of my longterm simultaneous games, but not for turn-based (this seems to be a *cough* bug *cough* in turn-based). Another strong reason to play simultaneous. Oleg, I recall a problem with AI population distribution under non-simultaneous also, any news on this ? http://www.shrapnelgames.com/cgi-bin...&f=23&t=009929 |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by PsychoTechFreak:
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[ October 26, 2003, 18:34: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS: FQM with the AIC MOD. I use a cut/paste of FQM lite and then cut out the asteroid heavy quadrants. How would I get that quadrant file to you for a peek at what I did?
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Re: AI Campaign => For a Challenging AI opponent
GREAT, Thanks Pathfinnder... http://forum.shrapnelgames.com/images/icons/icon7.gif
<a href="mailto:Sullivan_JohnL@msn.c...nL@msn.com</a> [ October 26, 2003, 18:20: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I suggest reconstructing the other quadrant types (cluster, spiral, grid, etc.) from the Mid-life No Ast Belt quadrants. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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zippped file sent. hope it helps. I like using FQM since it has moons with atmospheres. [ October 26, 2003, 20:41: Message edited by: pathfinder ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks for the QuadrantTypes file.
However, you did not send the AIC/FQM compatible StellarAbilityTypes, SystemTypes file. If they are not complete that is ok, I can get to it. |
Re: AI Campaign => For a Challenging AI opponent
The "special" quadrants like Newborn, Old, Ancient, Star Heavy, etc. are trickier to reconsruct, so I suggest just copying them from FQM and doing some find-replaces to change their "standard # AS I" systems to the "no ast belt" Versions. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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http://forum.shrapnelgames.com/images/icons/blush.gif me learning as I go with regards to these files. |
Re: AI Campaign => For a Challenging AI opponent
Pathfinder you did a great job with the QuadrantTypes file, and this will save a lot of time THANKS. http://forum.shrapnelgames.com/images/icons/icon12.gif
However, that file will need to Subscribe to the SystemTypes file and that to the StellarAbilityTypes file. Again thank you for doing most of the work http://forum.shrapnelgames.com/images/icons/icon12.gif I will send you the files when I am done, so we may both test them and to get your OK on them. [ October 26, 2003, 22:56: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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http://forum.shrapnelgames.com/images/icons/blush.gif me learning as I go with regards to these files. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Umm... SystemTypes.txt is critical for using FQM quadrants... Also, StellarAbilityTypes.txt is not critical, but it is very nice (save possibly the WPs that cause damage, but the other WP abilities are perfectly ok). http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 26, 2003, 23:41: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
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However, the 4.0 Event File is not “mine” this Events file along with the option files is based in total from the contributions of: PTF, Oleg, GLV, Fyron, Alneyan, QB and many more that posted in those few threads since August; all I did was listen... And there is still more that will be added to this file, and again it will be others that will make this all happen http://forum.shrapnelgames.com/images/icons/icon12.gif Remember the first infamous 4.0beta http://forum.shrapnelgames.com/images/icons/blush.gif AIC is a total team effort http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 26, 2003, 23:56: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
http://forum.shrapnelgames.com/images/icons/blush.gif
sent the other two files...at least they may be good for comparison |
Re: AI Campaign => For a Challenging AI opponent
Wow, thanks again Pathfinder, the files look great http://forum.shrapnelgames.com/images/icons/icon7.gif
[ October 27, 2003, 13:10: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
So Pathfinder, are you done playing the B5 Mod PBW game? http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: AI Campaign => For a Challenging AI opponent
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Doesn't seem worth the effort since that Version of the MOD isn't being worked any more. |
Re: AI Campaign => For a Challenging AI opponent
It is kinda sad that people decided to just abandon all that hard work and start over... http://forum.shrapnelgames.com/images/icons/icon9.gif
See for yourself if the empire is still worth it: http://pbw.spaceempires.net/b5modgame/ It looks in good shape from what I can see. http://forum.shrapnelgames.com/images/icons/icon12.gif Maybe we should move this to the B5 Mod thread? http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
I think advanced refining and organic facilities are way too costly.
Refining Center: cost : 10k M, 60k O and 40k R produce: 100+50 M, 25 O and 200+300 R (second term is from sun) Normal City: cost : 10k M, 30k O and 25 R produce: 150+150 M, 75+75 O and 100 R Imagine extreme case: I colonise a planet with 100%M, ZERO% O and 100% R. RC will give me 675 in total, city gives 475. difference - 200 per month. Now cost: 110k for RC 55 for city. 55k:200 = 275 turns before RC breaks even !!! Not to mention construction time - I can construct 2 cities for the time AND cost of 1 RC. It would definetly outperform RC even if I'll need to trade resources. Yes, I understand RC may be usefull if I'm desparate for radioactives but that is not very common situation and then I would probably find faster solution then invest so heavily into RC. Similar situation with agrarian ecosystem, IMHO. I build few such facilities but only because I like the look http://forum.shrapnelgames.com/images/icons/icon7.gif and have a lot of spare materials. I suggest make them cheaper. 10,40,30 for RC and 10,30,40 for AE. Lesser buildings would need rebalancing as well. Just MHO. |
Re: AI Campaign => For a Challenging AI opponent
Thanks Oleg, makes sense, I will check it out.
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Re: AI Campaign => For a Challenging AI opponent
JLS, the values given in the descriptions are not exactly the ones used in the Value lines. According to the descriptions, a Refining Center should produce more than what Oleg has found, because these values are lower. I believe the same is true for other facilities, I will check more in depth.
And worse, the Refining Center is more efficient only when it comes to radioactives, you will have more minerals and organics with a City, for the same amount of research points and a slight difference of intelligence points, in favour of the City. Perhaps you may also think of increasing the mineral production of the Refining facilities, while lowering their cost? But they do need an improvement of some sort, as for now they are only needed if you are in need for radioactives. And even then, they are not too effective since you only have 500 radioactives or so. The same goes true with Agrarian Ecosystems, which only produce 550 organics and are beaten in all other fields by a City. |
Re: AI Campaign => For a Challenging AI opponent
[quote]Originally posted by Alneyan:
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After all, there has been Hundreds of thousands of entries made by my self and we both know I can miss a few. Quote:
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An established society focused on energy production~ ~ ~ Adding more Resources, may and would change the intents for this Facilities. Furthermore, if you wish not to capitalize on the value this Structure yields in Finite Play thru the commerce of Imperial Trade I can understand this. Alternatively, if you do feel the value of the City is greater then your reference in Non-Finite Play; please, build and upgrade to the Cities and if not playing Finite, build Radioactive Extraction Facilities for any needed Rads http://forum.shrapnelgames.com/images/icons/icon7.gif But to consider equaling or even cloning all the Urban Centers. Well that sounds like it may take from AIC in what it offers. Refining and Agrarian Communities have a purpose in AIC and this is different from Cities that you may be refereeing. Alneyan, I do have an open mind, and I may not understand your specifics. [ October 27, 2003, 18:25: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Oleg, I did not forget you, it has been a while since a finite game...
I will have to build a Refining Settlement then Upgrade it and Compare it to the Community. Build a Colonial Settlement and Upgrade to City. Etc... I will look real close at your suggestion http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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Solar Power Plants a Massive solar collectors which generate power. It is real cheap, fast to build, requires very little Population to operate and a real moneymaker when built in a Bi or Tri System http://forum.shrapnelgames.com/images/icons/icon12.gif and when you consider Trade at a Trade Centers or Offer Trade with other Races; well the potential usually keeps the ink in the black across the board…{FAST} http://forum.shrapnelgames.com/images/icons/icon12.gif With your keen mind try a finite game with the AI at No Bonus… Defiantly have Neutrals in your, well all games actually, average 6-9 AI Major Players count is fine for finite and the top AIC Galaxies map, in a size a bit larger then Non-Finite is Suggested… The Centurion Systems Map is more fun with many neat things, but it is also the most favorable for the AI and could be tricky for someone new to finite. There are many players that enjoy Finite with AIC Economics. http://forum.shrapnelgames.com/images/icons/icon7.gif = = = When Playing Finite: ~TIP~ In the AIC realm of Finite. RADS are the most precious of resource http://forum.shrapnelgames.com/images/icons/icon12.gif ~TIP~ Many consider Crystallurgy and/or Deeply Religious the best Traits http://forum.shrapnelgames.com/images/icons/icon12.gif ~TIP~ All insist that Planetary Utilization is the best Tech Area http://forum.shrapnelgames.com/images/icons/icon12.gif ~TIP~ Above all avoid any and all early game WARS! http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 27, 2003, 20:41: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Please, ignore, some computer mistake...
[ October 27, 2003, 21:40: Message edited by: oleg ] |
Re: AI Campaign => For a Challenging AI opponent
nm then http://forum.shrapnelgames.com/images/icons/tongue.gif
[ October 27, 2003, 21:41: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
It is difficult to balance all game setups with one set of files.
From my experience, radio and agro facilities do not need improve in productions. But they definetly must be made much cheeper. By 30 or 50 percents. Just like I suggested in older post. |
Re: AI Campaign => For a Challenging AI opponent
Are ya'll saying that I may actually have to trade to survive in AIC?! *pathy passes out*
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