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Type Colony ships is now selected from the ship SIZE drop down menu in Create. ~ A Colony Module is furnished and this could be used by some early Base strategies and late game Base ship options. Colony ships have differant tonage i.e. Rock 105, Ice 106 and Gas 107 this is for human player drop out purpases in a multiplayer game. ~ Thanks SJ. I amplified the text for the colonizer in Vehicle File and the Base Design Module in the components file... [ February 22, 2003, 12:21: Message edited by: JLS ] |
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I have an impression that Religious tech is too weak now. Nature shrine must be level 3 to get any resource improvements and it is 1% only, best Talisman is just 20% bonus http://forum.shrapnelgames.com/images/icons/icon9.gif Well, it may be a good idea to get rid of "always hit" but why not add few more levels to reach, for example, 50% at very high research expence ?
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Thanks, I will give 'Quarter damage to shields' a test.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think 4X damage to shields should remain a unique feature of Temoral Tech !! |
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Are you sure Gestation vats work as you intended ?
30% bonus to GV 3 does _not_ increase reproduction by 30%, it gives reproduction rate of 30%. Thus if you have normal reproduction on your homeworld of 15%, with GV3 it will become 45% New homeworld in few years !!! [ February 23, 2003, 04:00: Message edited by: oleg ] |
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"I think 4X damage to shields should remain a unique feature of Temoral Tech !!"
They're talking about quarter damage to shields. As in, 1/4, not 4. http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
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What AI bonus suppose to be ?? I'm playing with medium bonus now and got mighty deppresed http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Currant human Player options are from Traits Menu: - - TOP: *Human Player MUST SELECT here first* Description :=This choice alone delivers a moderate game. Human Player may mix options below. - 1: Human Player Opt 1 Description := Add for Easiest level: Increased Production and Point Bonus. - 2: Human Player Opt 2 Description := Add for Easy (Do Not use with Finite Games): Higher Proportions of Resources. - 3: Human Player Opt 3 Description := Moderate: Human players MAY take this for a game requiring more logistics. - 4: Human Player Opt 4 Hard: Human players MAY take this for 20% less recourses. - Above options may be mixed for your enjoyment. NOTE: BE sure to take at least *Human Player MUST SELECT* ~~~~~~~~~~ Oleg, Just the top selection will give you a moderate game , as is stated. With your experience you could take this choice. Option 1 and option 2 are for easy to extremely easy games. What trait setup did you use, did you pick any Human Player options? How many AI players are in your game? What turn are you in, if you choose just a moderate game (TOP Only) and you are for example: Less then 100 turns I doubt you could be ahead of the AI Players and just starting to pass the AI neutrals by then. By about turn 150 to 200 you should start moving towards the middle of the AI Player pack. Depending how many AI Players (game menu/players) are in your game you may never get to First place. Note: AI players not Nuetral players. Of course this is subject to many Variables. In example: Who is at war, What strategic state the AI may be in at the time you checked the score, does the gas AI have Gas planets near, is your exploration halted by a stubborn or Violent AI, etc. If you had a poor random startup give it another start! Will this be the prozac for your depression? http://forum.shrapnelgames.com/images/icons/icon12.gif If there is another issue, let me know by post or email. ~ Guys, if you want a basic Moderate player game just take the top selection. (*Human Player MUST SELECT here first*); Description :=This choice alone delivers a moderate game. I hope you did not pick the AI choices by accident... However, do not choose : AI 1 thru 4 Description := !ONLY AI SHOULD TO TAKE THIS TRAIT! Gives AI Balance Tech Or NEU Description := !ONLY AI SHOULD TO TAKE THIS TRAIT! For Neutral AI Pre-Game Point Set up. Excerpt from AIC Readme; “Now pick any racial traits that you desire. MP Level ladder Handicap choices are generally for Multiplayer games. In addition, take note that (AI 1 thru 4)! ONLY AI SHOULD TO TAKE THIS TRAIT! Please do not choose this, unless you want to get some funky results”. [ February 23, 2003, 18:38: Message edited by: JLS ] |
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[ February 23, 2003, 14:14: Message edited by: JLS ] |
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This may be high but please help me with the math. AI Campaign: Gestation vats III ; Organic Technology 6 Modify Reproduction – System :=30 Reproduction Check Frequency := 10 (every 10 turns) Empire Starting Percent Reproduction := 11 (Base Settings) Starting colony: 1 POP Poulation increase every 10 turns It may take a centuries to get it up to Homeworld populations, not a few years as you stated. (1 year equals 10 turns) ~ Now lets take a look at stock SE4: Replicant Center III: Organic Technology 6 Change Population – System := 40 Empire Starting Percent Reproduction := 11 (Base Settings) Starting colony: 1 POP Populations in this system will increase by 40M per turn = Which will reach a higher population in a few years ? ----------------- We know that a higher population equals a higher production rate. I felt a per turn increased in a mod that enjoys the a Population mass of 1000 is to great a stress on any non organic races, so by increasing Modify Reproduction to greater value the organics will still benefit from there cultural ways. So Replicant Center in this release is not in play, but a the large bonus that we discussed above was added to Gestation vats to offset. The Organic weapons tech is also lowered 25% (easier) start research to that of Crystal Weapons (relatively) to what you might be used to. This is my intent http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 23, 2003, 17:04: Message edited by: JLS ] |
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History: Version 1.70: 7. Changed - Engine Damaging Weapons no longer skip shields. http://forum.shrapnelgames.com/images/icons/icon7.gif Again thanks, this is good advise! http://forum.shrapnelgames.com/images/icons/icon7.gif . ~ "RE:Sorting your components by type in components.txt Re: Small arms troop weapons". Absolutely housekeeping on the Text file descriptions are in order. I probably will be vague still on AI specific component and facility abilities still as to add a little in Game mystery for the players that don’t want to peak at the Data files http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 23, 2003, 16:59: Message edited by: JLS ] |
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This may be high but please help me with the math. AI Campaign: Gestation vats III ; Organic Technology 6 Modify Reproduction – System :=30 Reproduction Check Frequency := 10 (every 10 turns) Empire Starting Percent Reproduction := 11 (Base Settings) Starting colony: 1 POP Poulation increase every 10 turns It may take a centuries to get it up to Homeworld populations, not a few years as you stated. (1 year equals 10 turns) ~ Now lets take a look at stock SE4: Replicant Center III: Organic Technology 6 Change Population – System := 40 Empire Starting Percent Reproduction := 11 (Base Settings) Starting colony: 1 POP Populations in this system will increase by 40M per turn = Which will reach a higher population in a few years ? ----------------- We know that a higher population equals a higher production rate. I felt a per turn increased in a mod that enjoys the a Population mass of 1000 is to great a stress on any non organic races, so by increasing Modify Reproduction to greater value the organics will still benefit from there cultural ways. So Replicant Center in this release is not in play, but a the large bonus that we discussed above was added to Gestation vats to offset. The Organic weapons tech is also lowered 25% (easier) start research to that of Crystal Weapons (relatively) to what you might be used to. This is my intent http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hmm... Yes, removing of replicant centers makes 30% replication bonus reasonable. Now Organic races must build race-specific buildings in Home World system only for maximum benefits, reducing overall bonuses of Organic race. Yes, the numbers make sense. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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- - </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I meant the AI bonuses from race start-up menu: medium is the one that gives AI 3X for production/research/construction. My estimate is that without any bonuses AIC AI have about 60% edge over humans. With medium Ai bonuses it translates into "high AI bonus" (5X )in normal SE. For myself I took "medium difficulty" (penalty for supply) and "supply geezers" (30% supply penalty) The gameplay remainds me our current space exploration status: Mars expedition uses all oil reserves http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 23, 2003, 23:17: Message edited by: oleg ] |
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Still, I have grave reservations about Armed cockpit/turret cannons. Missiles are already useless in late game. Now with fighters shhoting down seekers... I just don't know http://forum.shrapnelgames.com/images/icons/icon9.gif
I understand that you tried to give variety to fighters design - intersepters, bombers, etc. But in fact you reduce it ! All players, regardless of race set-up, are forced to produce hordes of identical interceptors. There is no variety in anti-fighter design whatsoever ! I might be wrong, but whoever has more 1AC+2TC interceptors will win all fighter battles. This is just my first impressions of course, did't have much time to test it. ____ Description of Atmosphere converter III should list 10 years, not 105 ! I almost freaked out looking on it. http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 23, 2003, 23:32: Message edited by: oleg ] |
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Clearly all the Organic facilities and most other race-specific facilities will greatly enhance Systems out side home: Gestation Vats will multiply population much faster then a non organic race. Medical Labs will help prevent plagues and in general keep the population happier. To name a few. [ February 24, 2003, 13:42: Message edited by: JLS ] |
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I encourage you to test this; it currently may have none to very little effect on AI long term. Also notice that the time for the AI to build a Colony Ship or any Vessel is the same regardless of the Computer Player Bonus. We usually play Computer Player Bonus at its default (none). However you have a good Point. Future MM upgrades will have to be recognized. [ February 24, 2003, 14:30: Message edited by: JLS ] |
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http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif
You mean it is designed to have a challenging AI opponent when played with "none" bonus !!??? And I tried it with "medium"... AFAIK, you are wrong about bonus effect on ship building : "bonus" multiplies production, research AND construction rate by a factor of 2(low), 3(medium) and 5(high). Even if AI homeworld build cheap ships one per turn, what about base space yards ? The also receive construction bonuses. |
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I encourage you to test this; The effect on AI long term. Yes, We usually play Computer Player Bonus at its default (none)... However if you feel the AI needs to get an additional boost, then by your means, go for it. But it may just hurt the AI in Finite Games! But it is best to start AI Campaign with defaults, (finite on or off optional), to see what its about. At default the AI will build gradual as the Designer intended with the Vehicle Construction files. The non default setting you are referring to also does not directly help the AI in other Abilities that AI Campaign is accomplishing. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues, low level Master Computers to name a few. |
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~ http://forum.shrapnelgames.com/images/icons/icon7.gif Believe me, I do appreciate you taking the time to test and to help with this. The TACTICAL FIGHTER MOD is new to AIC and is in its infancy http://forum.shrapnelgames.com/images/icons/icon7.gif _______ Re:Description of Atmosphere converter III". ~ Absolutely, I am working on the housekeeping now as we speak http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 24, 2003, 15:39: Message edited by: JLS ] |
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Revised the Items that were posted by Oleg and Suicide Junkie and Mail.
I am Testing patch now and will be available Wednesday PM./Edit: End of week. The Patch will Not break existing games! ___________ 1: System Gravitational Shield facility (human tech 2 to 1) 2: Nature Shrine weak (enhanced slightly) 3: Fighter Torpedo Weapon Families (different families) 4: Tweaked AI to better utilize Computer Players Bonus options! Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~~ 5: "Population Life Support Module”, "CDM" listed twice as abilities. 6: Ionic Shield Generators (Obsolete) 7: Removed Cargo of 2 from most Components! Thanks SJ http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~~ 8: Lowered Point-Defense on the Turret Cannon. 9: Added higher Levels to Talisman tops at 50% Thanks Oleg and Emails http://forum.shrapnelgames.com/images/icons/icon7.gif 10: Space Yard Facility cost lowered substantially. Inline with SE4 Base. 11: Research increased slightly for Communities and Cities. 12: Revised Pre-reqs for Recourse Sats. 13: Added Organic Replicant Center 14: Resource Dome Compartment (reduced space taken) Many Thanks Mailers http://forum.shrapnelgames.com/images/icons/icon7.gif Tidying up many descriptions. Thanks for the E-Mails, Keep them coming! Sullivan_JohnL@msn.com ~~~~~~~~~~~~~~~~~ I really would like more of your input on The Tactical Fighter Mod, Please…. Concept? Weapons? Armed Cockpit (Point-Defense) Turreted Cannon (Point-Defense) I would be grateful, thanks. [ February 26, 2003, 21:50: Message edited by: JLS ] |
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Yes, We usually play Computer Player Bonus at its default (none)... ~But it is best to start AI Campaign with defaults, (finite on or off optional), to see what its about. At default the AI will build gradual as the Designer intended with the Vehicle Construction files. The non default setting you are referring to also does not directly help the AI in other Abilities that AI Campaign is accomplishing. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues, low level Master Computers to name a few. However if you feel the AI needs to get an additional boost, then by your means, go for it. Although I don't expext it will. It may just hurt the AI in Finite Games! Thanks, John. [ February 24, 2003, 20:45: Message edited by: JLS ] |
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Why did you repeat most of an earlier post? It has nothing to do with my post, except that you seemed confused as to what AI bonuses entailed. I was just confirming what Oleg said (well, not his values). http://forum.shrapnelgames.com/images/icons/icon7.gif
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You do not think it is best to start AI Campaign with defaults, (finite on or off optional), to see what its about? At default the AI will build gradual as the Designer intended with the Vehicle Construction files. [ February 25, 2003, 13:16: Message edited by: JLS ] |
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I know what you repeated, I just can't see any point to doing that.
I voiced no opinion on how it would be best to start your mod. I merely addressed the issue of what the AI bonuses do. |
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My apologies Imperator Fyron !!!!
I thought you were suggesting it was ok that new games add Computer Player Bonus to this Mod. I wanted to explain to use the Default settings so The AI won’t be overbearing for new players to the Mod. As it may have been in Olegs game. [ February 25, 2003, 13:28: Message edited by: JLS ] |
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Kool http://forum.shrapnelgames.com/images/icons/icon7.gif
[ February 24, 2003, 21:04: Message edited by: JLS ] |
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Well, however good is AI it still needs a bonus to stay in touch with human who has some idea what he is doing. Normally it is accomplished by selecting appropriate AI bonus when starting the game. In AIC mod, AI has a build-in bonus and can be played with "none" option. All by itself this is not a really important feature of the mod: if I can play , say Proportions with medium AI bonus for a challenge, why playing AST with "none" is any better ? In fact I found the AST gameplay very slow. I suggest to up human race trait a bit and aim at "low" AI bonus as a best option.
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Please explain how AST game play being very slow relates to AIC?
Why do you suggest to up human race trait a bit and aim at "low" AI bonus as a best option? |
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It takes too long to reasearch any interesting technology in AIC. I would like it to be a little bit faster and also faster ship building. AI will need to do it faster too, that why I want low AI bonus. Nut may be I should just play with "low technology cost" ? |
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It takes too long to reasearch any interesting technology in AIC. I would like it to be a little bit faster and also faster ship building. AI will need to do it faster too, that why I want low AI bonus. Nut may be I should just play with "low technology cost" ?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Not necessarily but you can play at "low technology cost", I admit, we also have in some face to face LAN games with many human players (+4 people), to speed things up a bit. The research production from the Home World may be less then mod you play, but the starting research production in the AIC Home World is almost double that of SE4 base game and you can still add a couple more research facilities if a player wanted. So with most of the basic Tech cost the same and some lowered; early you should get thru low level techs as fast or faster when compared to the BASE SE4 game. [ February 25, 2003, 15:40: Message edited by: JLS ] |
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http://forum.shrapnelgames.com/images/icons/icon7.gif WOW: OVER 74 downloads of AI Campiagn since Friday nights release! http://forum.shrapnelgames.com/images/icons/icon7.gif
[ February 25, 2003, 17:36: Message edited by: JLS ] |
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If you write a shorter description for me, this can be placed on the Mods page on Malfador.com. It would be best to have shorter descriptions for all the mods with long ones, so I think I will set about shortening the longer ones soon. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ February 26, 2003, 00:31: Message edited by: Imperator Fyron ] |
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[ February 26, 2003, 11:56: Message edited by: JLS ] |
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Actually, the mods list will have a link to the mod homepage. The mod is not actually hosted on Malfador.com.
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Below is what is being Tested for the first patch and will be available End of week.
The Patch will Not break existing games! ___________ 1: System Gravitational Shield facility (human tech 2 to 1) 2: Nature Shrine weak (enhanced slightly) 3: Fighter Torpedo Weapon Families (different families) 4: Tweaked AI to better utilize Computer Players Bonus options! Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~~ 5: "Population Life Support Module”, "CDM" listed twice as abilities. 6: Ionic Shield Generators (Obsolete) 7: Removed Cargo of 2 from most Components! Thanks SJ http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~~ 8: Lowered Point-Defense on the Turret Cannon. 9: Added higher Levels to Talisman tops at 50% Thanks Oleg and Emails http://forum.shrapnelgames.com/images/icons/icon7.gif 10: Space Yard Facility cost lowered substantially. Inline with SE4 Base. 11: Research increased slightly for Communities and Cities. 12: Revised Pre-reqs for Recourse Sats. 13: Added Organic Replicant Center 14: Resource Dome Compartment (reduced space taken) 15: Reduction in production for Lower level OutPosts, Stations and Organic Domes. Many Thanks Mailers http://forum.shrapnelgames.com/images/icons/icon7.gif Tidying up many descriptions. Thanks for the E-Mails, Keep them coming! Sullivan_JohnL@msn.com |
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I still do not understand why you discarded the idea of AI-only build-in atmospheric converter. There is no danger humans can get this tech and the time it takes to convert atmosphere can be made close to the one we expect would require humans to research and utilize AC I Say, for example 300 turns ? Or even more if neccesary.
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I am just concerned that some important AI specific facilities won’t change play balance if the planet is captured by a Human Player; in Human Multiplayer games. Actually I was thinking Last night that some Engineering races for example Praetorian and Toltayan even Possibly Norak could be directed on a fast track toward your suggestion! What are your thoughts? [ February 26, 2003, 22:58: Message edited by: JLS ] |
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Well, suppose human capture a planet with such facility. So what ? It either would take years and years before atm. change (early-middle) game or human' atm. converter is likely to be researched and at most you save its construction cost. The key is to calculate the non-unbalancing conVersion time. Sorry, I don't know that http://forum.shrapnelgames.com/images/icons/icon7.gif
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I am really impressed with the result and really; thanks again Oleg http://forum.shrapnelgames.com/images/icons/icon6.gif It will be release with patch. [ February 26, 2003, 12:56: Message edited by: JLS ] |
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The AI resources nets starts to degrade well after 2000 turns for some, but really starts about 3000 to 4000 turns for most AI's. Degration depends on available planets for that AI to still colonize, what the AI Strategic State is or has been for that AI player at that specific time frame along with some other variables. It usually starts with races that are not Resources oriented, for example the Eee AI, who does well by virtue of Research but after 2500 turns; Eee starts to drop from the leaders, this however doesn’t imply that the Eee will get exceptionally weak though. Eee, also uses Stellar manipulation quite well and if it gets the opportunity, may peacefully bounce back. There are ways to retard degradation, by use of late and well timed AI Urban Center upgrades along with alternate Planet Colonization also lowered maintenance on there late high end ships is an option that I really am trying to stay away from, but is a viable late game throttle. Of course, all this would be after Extraction upgrades have been exhausted. To name a few. [ February 27, 2003, 05:44: Message edited by: JLS ] |
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Another draw back with a General AI-only build-in atmospheric converter would be that AI-Gas and to a lesser degree AI-Ice type races may be at a disadvantage since they may have less planets early, not realizing the numerical sudden facility impact as the AI-rock type races.
Our challenge as I see it, is to have the AI Player not too dynamic but more diverse. In other words: Eee relies on science hence stellar manipulations for its late growth. Xiati is a schemer so we could get there settings and political files to pounce on there unsuspecting allied much weaker empire in more games. Engineer races to exploit Planetary Utilization for there late gains. Merchants and Politicians to some degree, to stay with growth curb thru trade (Political Savvy=high) so as they and there partners grow they all share in that growth. Violent races take what they want when they want and more when needed. Xenos purge and re-colonize. Suggestions and elaborations on above examples are encouraged. ~ There are other race culture types that require a doctrine as well. What about Zealots, Artisans and Renegades what kind of doctrine should we assign them. [ February 27, 2003, 05:50: Message edited by: JLS ] |
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What do you mean by AI Strategic State is in?
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Also to elaborate on what I was posting: AI State: Prepare to Attack (A nearby system is ripe for takeover. Prepare a fleet and get ready to attack that system) Systems conquered -> Infrastructure State Build Up system not valid -> Infrastructure State Enemy in Territory -> Defend Short Term State Target System cannot be conquered -> Infrastructure State Not enough ships to attack -> Infrastructure State Target system not good anymore -> Infrastructure State Forces ready to attack -> Attack State Too long preparing -> Infrastructure State If the AI in the above example goes back into the Infrastructure state at a late point in attack ship construction and does not actually make its attack then it may have put itself in a deficit until it starts taking ship loses or starts/upgrades a new resource colonies! In that post I mentioned Resource degradation: What I meant by this, was to try to answer the players question on when the AI cant compete. At some Point in SE4 where the AI is really stuck: the best example would have been when the AI gets 20 to 30 kt maintenance per turn Dreadnoughts and Base ships, where there are no more facility upgrades to support such a large fleet. Now with AI Campaign I can give a (no maintenance cost) to ALL AI ships and with this the AI can build practically unlimited amounts of ships. but this gets real tricky with play balance. Example: Lets say a ROCK AI starts building Cruisers and this would be based on (Planet Per Item Entry), as it is now; his Last limiting factor is maintenance. At many points in a game the AI will go into and out of a Resource deficit similar to a Human player. (Actually the very Last overall limiting factor is total game ship count from setup) AI Campaign can and will address the LATE game wows of Resource deficit with more play testing and Player input… I can have the AI make 100 Baseships at no cost but that would do little for play balance. I feel I helped the AI in Finite resources, at least well enough were he can now compete, but I did not address Combat Ship maintenance to a large degree yet. In AI Campaign I wanted to address some AI issues in regards to better handling mine fields, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues and Planetary weapons. To help make the AI challenging but not where it cant loose. This in its self gets tricky, I kept it a little challenging this way most can enjoy it, when the experienced players wants more of a challenge beyond (Computer player bonus), they know how to tweak the AIC files to there tastes. [ February 28, 2003, 19:43: Message edited by: JLS ] |
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I noticed you droped the output of the Resource Domes, owww, that cost me a chunk of money...
No biggie, I just set up Level 3 Mining OutPosts, and I am in the money now http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I like what you done to the AI, they waisted there first fleet to my mines field with a group of escorts, Scouts and a few firgates in an attack on a warp point leading into one of my systems, they lost there intire fleet but I lost more than half my mines. They came in again about a dozen turns later with over 20 destroyers and took out the rest of the mines {no more stupid kamikazi AI ships attacking and loosing ship after ship trying to pass thru a mine field} http://forum.shrapnelgames.com/image...s/confused.gif , but it did not report they took any loses, I have regained the warp point but I don't think I can get the mines up to 100 again before they return.
WOW, they have almost {60 THOUSAND units}, and 227 ships, is this right, I thought you could only have 20000 units in this game? http://forum.shrapnelgames.com/image...s/confused.gif Well today I go back to work. I took off 2 days Last week and yesturday with the Flu just to play your mod. Nice job JLS. Real nice. I can't wait until I get home to play more http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 04, 2003, 11:57: Message edited by: Grand Lord Vito ] |
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Thanks,
You might want to change your strategy though, in AIC, as the AI gets closer to Light Cruisers, its ability to deal with mines are getting better and better. You might try going with a comparable fleet with a mix of 30 ships and a good mix of satellites Missile and Beam weapons. However the AI will soon be attacking with Fighters on Carriers which will deal with the satellites quite well so make some Point-Defense Sats to at least shoot some of the fighters down not to mention a few CVs of your own. Get a SYS built (SPACE YARD SHIP) and send it to the warp point and make a Defense Base (with Thrusters) if possible, but this takes a lot (LOT) of time in AIC so think ahead and defend that SYS ship as it is building the warp Defense base. Can you Email me the turn and how the game is going? Is this your Home System? Are you playing Solo or Multiplayer? How is the rest of the AI doing? Thanks. You better get pack to work and I am glad this game helped during your convalescence http://forum.shrapnelgames.com/images/icons/icon12.gif [ March 04, 2003, 16:35: Message edited by: JLS ] |
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