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

oleg October 27th, 2003 11:56 PM

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

Originally posted by Imperator Fyron:
nm then http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">Wow, you catched my original post http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

I keep a picture of you, engulfed in flames but still typing the one Last post... http://forum.shrapnelgames.com/images/icons/shock.gif Please, no !!!!

oleg October 27th, 2003 11:58 PM

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

Originally posted by pathfinder:
Are ya'll saying that I may actually have to trade to survive in AIC?! *pathy passes out*
<font size="2" face="sans-serif, arial, verdana">No. But you must be Ugly Good.

Fyron October 28th, 2003 12:13 AM

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

Originally posted by oleg:
Wow, you catched my original post http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

I keep a picture of you, engulfed in flames but still typing the one Last post... http://forum.shrapnelgames.com/images/icons/shock.gif Please, no !!!!

<font size="2" face="sans-serif, arial, verdana">Well my post was made just after you edited your old one... http://forum.shrapnelgames.com/images/icons/tongue.gif

I am not living at home, and my family is safely away from the fire... Trust me, if the fire was near enough to be a danger to me, my computer (and my other belongings) and myself would be far away by now. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ October 27, 2003, 22:14: Message edited by: Imperator Fyron ]

pathfinder October 28th, 2003 12:48 AM

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

Originally posted by oleg:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by pathfinder:
Are ya'll saying that I may actually have to trade to survive in AIC?! *pathy passes out*

<font size="2" face="sans-serif, arial, verdana">No. But you must be Ugly Good. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ugly I can handle, as for good http://forum.shrapnelgames.com/image...s/rolleyes.gif

JLS October 28th, 2003 12:49 AM

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

Originally posted by pathfinder:
Are ya'll saying that I may actually have to trade to survive in AIC?! *pathy passes out*
<font size="2" face="sans-serif, arial, verdana">Trade Center helps out until you find a good AI trade partner, and that is only if and when you need or want to http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg October 28th, 2003 02:40 AM

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

Originally posted by PsychoTechFreak:
... 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

<font size="2" face="sans-serif, arial, verdana">No http://forum.shrapnelgames.com/images/icons/icon9.gif I think it needs a hardcode fix by MM which is unlikely since this problem does not affect stock SE.

Grand Lord Vito October 28th, 2003 07:14 AM

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

Originally posted by oleg:
It is difficult to balance all game setups with one set of files.

But they definetly must be made much cheeper. By 30 or 50 percents. Just like I suggested in older post.

<font size="2" face="sans-serif, arial, verdana">Oleg have you even played AIC in Finite

JLS my friends and me play Finite all the time and we think the balance has always been fine, I guess you did the impossible JLS and did balance all game setups with one set of files, AIC not only works great in Finite it Works Great in No-Warp.

The Refining Community, Refining Society, and Refining Center are crucial to winning when playing finite, more so if you are not a Crystal Race.

Oleg in a finite game radioactive can disappear quickly. The radioactive traded at these centers are real important, not to mention the research the storage and every thing that is included.

Hey I am all for reducing the cost, but is it realistic, I think a Refining Centers are much more important in Finite then most Cities. If your playing a standard game then build Cities and when you need rads just build the Rad extraction facilities. I am not at my gaming computer but the Rad Community should be about twice that of the Colonial Settlement and close if not more then the Colonial Community where ever that falls it might. Oleg, did you notice JLS droped the Facilities upgrade cost to 40%. Now it is way cheeper and more productive to upgrade. But if building Cities strait up works for you, gp for it, although that does not make much sence Oleg because if you start at the Colonial Settlement you gain its production as you upgrade to a City, not to mention it a heck of a lot faster.

This is pretty much the way it has been set up since Last February, to say 50% reduction in cost now with out even playing AIC Finite. Heck why now even think to use the Crystal Trait to get there Solar and Rad Value stuff. This sounds way out to me, if there was an older post I see why it was missed

Quote:

Imagine extreme case: I colonise a planet with 100%M, ZERO% O and 100% R.
<font size="2" face="sans-serif, arial, verdana">Oleg. IIRC the City is about Equal to the Refining Society not a Refining Center
In that scenario with a 100% mineral and a 100% rad combined planet

If you look at all the numbers it would be more productive to build Mining Complexs that give 1000 Minerals a pop and if rads are need which is rare in a Non-Finite Game then I would build a few Radioactive Extraction Facilities this is a Mining Planet and get the pay check now.

Not time consuming Huge Cities, think about building Cities on planets like only breathable 60%, remeber the Imperial trade is not subject to Planet Values.

[ October 28, 2003, 06:13: Message edited by: Grand Lord Vito ]

Grand Lord Vito October 28th, 2003 07:56 AM

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

Originally posted by JLS:
What FREE Human Player starting traits did you choose?
= = =
NEW~Trait Human Player option 1 (O1*) Human Players Advantage: Resulting in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option.
~Trait Human Player option (O2) Human Player - Advantage for a Balance: That will result in a Better all around Home World.
~Trait Human Player option (O3) Human Player - Excellent Advantage: For a much higher Proportions of Resources (not recommended for Finite Games).
~Trait Human Player option (O4) Human Player - Results in a game requiring more logistics.

~Players may also add (mp1 thru 3) for Handicapping for Multiplayer. MP1-3 May also be used in Solo games, great for a Dual Race Bonus.
~Trait Human Player option (SF) Human Player - Terminal Advantage: Strategic Fighters(gives Fighters System move capabilities)
= = =

If you noticed with AIC v4.0; Medical teams WILL prevent a Medical Crisis at a Colony; providing the Releif ship arrives in time to apply the necessary medical treatments.

~TIP~ You may want to always maintain a Medical Team or two on Stand-by for any Colony that may become in need http://forum.shrapnelgames.com/images/icons/icon12.gif
- - -
Agreed, with v4.0 default events and Event Frequency setting are High and you have a Moderate Player Count in your game: Your Warp Opener could be very busy keeping the warps open.

And yes there will be an ever changing universe with some apposite conditions http://forum.shrapnelgames.com/images/icons/shock.gif
- - -

~TIP~ You may want to always maintain a Security Fleet of about 4-12 inexpensive Scout Class vessels at the ready and available for the full use of any Governors discretion, for the welfare of that Colony http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">I am in LOVE with option 1, the game play much faster and even has a new feel.
I play option 1 and 2 in AI Low Bonus games to get the competion down.
I used mp 1-3 for my Dual Temporal and Organics Race. Thanks for the starting Temporal Yard, good Idea Oleg http://forum.shrapnelgames.com/images/icons/icon12.gif I also won a Medium AI bonus game with my dual Race that was v3.02 and I had the best start ever plus Strategic Fighters.

The TIPS are a big help thanks

Grand Lord Vito October 28th, 2003 08:02 AM

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

Originally posted by JLS:
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
<font size="2" face="sans-serif, arial, verdana">You did more then listen Sully, you did wonders with the newest AIC Random Event file http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 28, 2003, 06:03: Message edited by: Grand Lord Vito ]

Alneyan October 28th, 2003 12:57 PM

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

Originally posted by JLS:
Don't play a tiny map http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">You do know what kind of maps I play JLS. http://forum.shrapnelgames.com/images/icons/icon12.gif

I will perhaps try again a Finite Game, with or without High Tech cost this time.

oleg October 28th, 2003 03:14 PM

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

Originally posted by Grand Lord Vito:
Oleg have you even played AIC in Finite

JLS my friends and me play Finite all the time and we think the balance has always been fine, I guess you did the impossible JLS and did balance all game setups with one set of files, AIC not only works great in Finite it Works Great in No-Warp.

The Refining Community, Refining Society, and Refining Center are crucial to winning when playing finite, more so if you are not a Crystal Race.

Oleg in a finite game radioactive can disappear quickly. The radioactive traded at these centers are real important, not to mention the research the storage and every thing that is included.

Hey I am all for reducing the cost, but is it realistic, I think a Refining Centers are much more important in Finite then most Cities...

<font size="2" face="sans-serif, arial, verdana">Sometimes I play Finite but I don't like it very much. Nature shrine is such a valuable building in Finite. I simply can not force myself not to pick Deeply Religious http://forum.shrapnelgames.com/images/icons/icon7.gif

Upgrade routine indeed makes cities less profitable - refining community cost 30K while colonial settlement only 6K.

40% upgrade cost makes settlement->City cost 28K
ref.comunity->ref.center cost 74K
The 46K difference will be repaid in 230 turns http://forum.shrapnelgames.com/images/icons/icon7.gif
Unless it was the first building on your first colony, game may be over by that time !

Grand Lord Vito October 28th, 2003 05:52 PM

Re: AI Campaign => For a Challenging AI opponent
 
I am at my computer now Oleg and you are right http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS did you drop the Cost of Cities and not drop or raise the cost of the Rad and Agr?


JLS you want to consider a decrease in the Refinning Com. but about 20 to 30% like Oleg recommended.

50% is to great.

[ October 28, 2003, 15:59: Message edited by: Grand Lord Vito ]

Grand Lord Vito October 28th, 2003 06:03 PM

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

Originally posted by Alneyan:
I will perhaps try again a Finite Game, with or without High Tech cost this time.
<font size="2" face="sans-serif, arial, verdana">You are joking right Alneyan.
In se4 you will be to low on the planet value by the time you researched Planet utilization 4 never mind Planet Utilization 6 or 7.

I dont think it is wise playing Finite at High Tech cost.

Try playing Finite at default or LOW Tech cost with No AI bonus http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 28, 2003, 16:07: Message edited by: Grand Lord Vito ]

Alneyan October 28th, 2003 06:16 PM

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

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Alneyan:
I will perhaps try again a Finite Game, with or without High Tech cost this time.

<font size="2" face="sans-serif, arial, verdana">You are joking right Alneyan.
In se4 you will be to low on the planet value by the time you researched Planet utilization 4 never mind Planet Utilization 6 or 7.

I dont think it is wise playing Finite at High Tech cost.

Try playing Finite at default or LOW Tech cost with No AI bonus http://forum.shrapnelgames.com/images/icons/icon12.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">*Cough* Deeply Religious *Cough* Well, I am not sure if the Nature Shrine would work as well as the Value Improvement facilities though. I have to admit I tend to beg for pain to be dropped on me from time to time. *Smirks*

But would it work with a Nature Shrine instead of the Planet Utilization field? (Meaning no, or very late, Atmospher Converters though. Except with the use of Boarding Parties that is)

Grand Lord Vito October 28th, 2003 06:56 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS I think the v3.02 AI in 4.0 is still great but you also said you were going to upgrade the AI to catch up to v4.00. You said this will be done for v4.01 or v4.02.

When and how do you plan on doing this is you are (AWAY)

Grand Lord Vito October 28th, 2003 07:07 PM

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

JLS:
Only a few updates left in me and that is it
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/shock.gif

http://forum.shrapnelgames.com/images/icons/icon10.gif Right I heard this before from you JLS http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS October 28th, 2003 08:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oleg, Alneyan and GLC, is this more in line with your desires?

If so, it will be in v4.01 patch that is will be released in a few weeks http://forum.shrapnelgames.com/images/icons/icon12.gif

= = = = = = = = = = = = = = = = = = = = = = = = =

Name := Refining Community
Description := The first stage of an organized self-sustaining community. Development of techniques, skills focusing on Radioactive Refining.
Facility Group := . Advanced Communities
Facility Family := 171
Roman Numeral := 0
Restrictions := None
Pic Num := 85
Cost Minerals := 3500
Cost Organics := 8000
Cost Radioactives := 4000

Name := Refining Society
Description := A large established society focused on energy production. This includes a local government, cultural institutions, and various interdependent communities and habitats.
Facility Group := . Advanced Communities
Facility Family := 171
Roman Numeral := 1
Restrictions := None
Pic Num := 86
Cost Minerals := 5000
Cost Organics := 15000
Cost Radioactives := 10000

Name := Refining Center
Description := A large established society focused on energy production. This includes a local government, cultural institutions, and various interdependent Societies and habitats.
Facility Group := Zenith Urban Center
Facility Family := 171
Roman Numeral := 2
Restrictions := None
Pic Num := 80
Cost Minerals := 10000
Cost Organics := 45000
Cost Radioactives := 20000

- - - - - - - - - - - - - - - - - - - - - - - - -

Name := Agrarian Community
Description := The first stage of an organized self-sustaining community. Development of techniques, skills focusing on agriculture.
Facility Group := . Advanced Communities
Facility Family := 170
Roman Numeral := 0
Restrictions := None
Pic Num := 84
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 7500

Name := Agrarian Society
Description := A large established society focused on sustainable agricultural development. This includes a local government, cultural institutions, and various interdependent communities and habitats.
Facility Group := . Advanced Communities
Facility Family := 170
Roman Numeral := 1
Restrictions := None
Pic Num := 87
Cost Minerals := 5000
Cost Organics := 8000
Cost Radioactives := 12500


Name := Agrarian Ecosystem
Description := A network of developed societies focused on maintaining, cultivating, harvesting, and living within an advanced ecosystem.
Facility Group := Zenith Urban Center
Facility Family := 170
Roman Numeral := 2
Restrictions := None
Pic Num := 88
Cost Minerals := 10000
Cost Organics := 15000
Cost Radioactives := 40000

JLS October 28th, 2003 08:31 PM

Re: AI Campaign => For a Challenging AI opponent
 
GLV.

Alneyan and I have decided to test these Warp Open values.

Any feed back on this? If its a go and after testing then it will be out in the v4.01 patch.

I am not going (away) ???

= = = = = = = = = = = = = = = = = = = = = = = = =

Name := Gravitational Quantum Resonator I
Cost Minerals := 16000
Cost Organics := 0
Cost Radioactives := 3000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 40 light years away.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0

Name := Gravitational Quantum Resonator II
Cost Minerals := 24000
Cost Organics := 0
Cost Radioactives := 6000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 60 light years away.
Ability 1 Val 1 := 6
Ability 1 Val 2 := 0

Name := Gravitational Quantum Resonator III
Cost Minerals := 36000
Cost Organics := 0
Cost Radioactives := 9000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0

Name := Gravitational Quantum Resonator IV
Cost Minerals := 50000
Cost Organics := 0
Cost Radioactives := 18000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 150 light years away.
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Descr := Sml Transport Mount. GQR-V requires MT mount

Name := Gravitational Quantum Resonator V
Cost Minerals := 50000
Cost Organics := 0
Cost Radioactives := 25000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0

Name := Gravitational Quantum Resonator VI
Cost Minerals := 70000
Cost Organics := 0
Cost Radioactives := 32000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 250 light years away.
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Descr := Med Transport Mount GQR-VII requires LT mount

Name := Gravitational Quantum Resonator VII
Cost Minerals := 80000
Cost Organics := 0
Cost Radioactives := 40000
General Group := Stellar Manipulation
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 300 light years away.
Ability 1 Val 1 := 30

[ October 28, 2003, 19:33: Message edited by: JLS ]

Alneyan October 28th, 2003 08:44 PM

Re: AI Campaign => For a Challenging AI opponent
 
One addendum about your Last post JLS. Please keep in mind there are differences in size between the different openers, which explain why the cost of some is lower than what you would expect.

* The level opener 5 requires a Medium Transport, as its size is about 450kt.
* The Last opener (level 7) needs a Large Transport, its size being above 700kt.

As for the facilities, I will let Oleg and GLV speak, I am no expert about Finite Games, and since these facilities are above all useful in Finite. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS October 28th, 2003 09:17 PM

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

Originally posted by Alneyan:
As for the facilities, I will let Oleg and GLV speak, I am no expert about Finite Games, and since these facilities are above all useful in Finite. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">At these reduced cost numbers, they may become a little more attractive in our Non-Finite games. http://forum.shrapnelgames.com/images/icons/icon12.gif

My main concern: If so, we need to keep an eye on the overall combined research package versus the AI over all Techs in the late Mid Game. In-game play testing will decide the future of these changes. However if this is another step in allowing more (but not easier) AI low to Medium Bonus Game; Human Player Victories, I am all for it. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 28, 2003, 19:45: Message edited by: JLS ]

QBrigid October 29th, 2003 10:42 PM

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

Originally posted by Grand Lord Vito:
In that scenario with a 100% mineral and a 100% rad combined planet

If you look at all the numbers it would be more productive to build Mining Complexs that give 1000 Minerals a pop and if rads are need which is rare in a Non-Finite Game then I would build a few Radioactive Extraction Facilities this is a Mining Planet and get the pay check now.

Not time consuming Huge Cities, think about building Cities on planets like only breathable 60%, remeber the Imperial trade is not subject to Planet Values.
<font size="2" face="sans-serif, arial, verdana">Wow, I was building Cities on great minning planets. http://forum.shrapnelgames.com/images/icons/icon9.gif
Since I also do not play finite I forget that Imperial trade is not subject to Planet Values and is very helpful also in non-finite.

I see what you mean GLV it does make more sense building pure Extraction Facilities instead on 100% plus planets http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 29, 2003, 21:11: Message edited by: QBrigid ]

QBrigid October 29th, 2003 11:02 PM

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

Originally posted by oleg:

Upgrade routine indeed makes cities less profitable
<font size="2" face="sans-serif, arial, verdana">Oleg it is indeed more profitable to build the Colonial Settlement first then up grade to a town or Cities. Or a Refinning Comunitie then Upgrade to a Society or Refinning Centers, right?

This way you have the production of the base facilitie while it is up-gradeing and GLV mentioned that it is 60% cheaper to upgrade then to build "strait up" http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 29, 2003, 21:13: Message edited by: QBrigid ]

QBrigid October 29th, 2003 11:06 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS I love the Raiders in AIC can you make it so they can block trade at far away warp points?

Alneyan October 30th, 2003 10:18 AM

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

Originally posted by QBrigid:
JLS I love the Raiders in AIC can you make it so they can block trade at far away warp points?
<font size="2" face="sans-serif, arial, verdana">What would you ask exactly? I don't quite understand you. Keep in mind though that limitations in SEIV apply to the Raiders unfortunately.

JLS October 30th, 2003 06:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes and no, QB.

I have a plan, but I need to present it to PTF so he can work his magic to Refine and Test it, as he did with the AIC events file.

In regards for the need to defend far away warp points, well if you notice there are many that say there is a difference in the feel of Option one’s addition to AIC that reduces the need for Star Liners. In effect this is similar to your desires, for if you can not build up far away or troubled contested Systems with Star Liners and an ongoing supply of POP then you are in effect; blockaided at that geographical location http://forum.shrapnelgames.com/images/icons/icon12.gif

This is one reason why many are fond of the Star Liners with MASS settings as with PvK's Proportions MOD and AIC http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 30, 2003, 17:01: Message edited by: JLS ]

Fyron October 30th, 2003 11:18 PM

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

This is one reason why many are fond of the Star Liners with MASS settings as with PvK's Proportions MOD and AIC
<font size="2" face="sans-serif, arial, verdana">And why many others are not fond of them... http://forum.shrapnelgames.com/images/icons/icon12.gif

Grand Lord Vito October 31st, 2003 11:09 AM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> This is one reason why many are fond of the Star Liners with MASS settings as with PvK's Proportions MOD and AIC
<font size="2" face="sans-serif, arial, verdana">And why many others are not fond of them... http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That what I like about AI Campaign you can play with lots and lots of Star Liners, a few Star Liners or non at all.

I also prefer not to have Star Liners, Fyron . http://forum.shrapnelgames.com/images/icons/icon12.gif
Well, then again I like a few. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 31, 2003, 09:35: Message edited by: Grand Lord Vito ]

Grand Lord Vito October 31st, 2003 11:29 AM

Re: AI Campaign => For a Challenging AI opponent
 
1: JLS, you should drop the Engines per move for the Fast Colonizer to 11 from 12 so you can get one more move out of it but you should raise its cost.

2: I like the newly revised Refining Communities Family. IMO you should drop the Rads on the Agrarian Family just a bit more but otherwise they test fine so far.

3: PvKs Culture add-on plays great!!! But as a result of AIC's Engineering Races you should have a -5 Research to that Culture for balance.

4: You also should add a few more Warp Openers to the Science and Engineering Races to open some Warps that close by AIC random Events.

The new Fast Frigates are awesome, I also like the revised Military Barracks in AIC v4.0 you added a Military Presence Value that will make the planet Populations Happier.

Alneyan thanks, the new warp openers play perfect. Early Warp Openers now can retrofit to the Create Planet and back. The Maintenance wont kill you and now having a Stellar Science ship always available, that is really needed for some AIC Random Event set-ups and quick to build in No-Warp games.

[ October 31, 2003, 10:13: Message edited by: Grand Lord Vito ]

JLS October 31st, 2003 05:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by Grand Lord Vito:
Quote:

1: JLS, you should drop the Engines per move for the Fast Colonizer to 11 from 12 so you can get one more move out of it but you should raise its cost.
<font size="2" face="sans-serif, arial, verdana">Agreed http://forum.shrapnelgames.com/images/icons/icon12.gif
- - -

Quote:

2: I like the newly revised Refining Communities Family. IMO you should drop the Rads on the Agrarian Family just a bit more but otherwise they test fine so far.
<font size="2" face="sans-serif, arial, verdana">Thanks for testing http://forum.shrapnelgames.com/images/icons/icon7.gif OK, I will give this a look see.
- - -

Quote:

3: PvKs Culture add-on plays great!!! But as a result of AIC's Engineering Races you should have a -5 Research to that Culture for balance.
<font size="2" face="sans-serif, arial, verdana">I have also noticed the current imbalance for the AIC engineering races, I will work the AI and/or revisit that Culture http://forum.shrapnelgames.com/images/icons/icon7.gif
- - -

Quote:

4: You also should add a few more Warp Openers to the Science and Engineering Races to open some Warps that close by AIC random Events.
<font size="2" face="sans-serif, arial, verdana">Agreed, plus a few more races as well http://forum.shrapnelgames.com/images/icons/icon12.gif
- - -

Quote:

I also like the revised Military Barracks in AIC v4.0 you added a Military Presence Value that will make the planet Populations Happier.
<font size="2" face="sans-serif, arial, verdana">Helps where troop build ups won't http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 31, 2003, 15:28: Message edited by: JLS ]

JLS October 31st, 2003 05:35 PM

Re: AI Campaign => For a Challenging AI opponent
 
Oleg, the Medium Star Liner makes a nice fit for the beginning of the game. Thanks.

I also have the Large Star liner in at Ship Construction 5.
Renamed the Small Starliner to Freighter.

Again thanks Oleg; AIC now plays much better when Option (1) is not choosen; with the above changes. http://forum.shrapnelgames.com/images/icons/icon7.gif

AIC v4.01 will be out in a few days, so keep the Suggestions coming http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 31, 2003, 15:43: Message edited by: JLS ]

oleg October 31st, 2003 06:02 PM

Re: AI Campaign => For a Challenging AI opponent
 
The new, cheeper Stellar Manipulation makes easier to build planets from asteroids. Very high production values of asteroids makes them much better than "normal" planets. May be decrease asteroid values a bit ?

Also, in non-conected games, some AIs build nebula destroyers very ealier and promptly converts nice looking systems into boring emptiness with a star in the center. No big deal of course but I would really like to have nebulaes for longer !

JLS October 31st, 2003 06:15 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by oleg:
Quote:

The new, cheeper Stellar Manipulation makes easier to build planets from asteroids. Very high production values of asteroids makes them much better than "normal" planets. May be decrease asteroid values a bit ?
<font size="2" face="sans-serif, arial, verdana">Agreed, exelent point http://forum.shrapnelgames.com/images/icons/icon7.gif
- - -

Quote:

Also, in non-conected games, some AIs build nebula destroyers very ealier and promptly converts nice looking systems into boring emptiness with a star in the center. No big deal of course but I would really like to have nebulaes for longer !
<font size="2" face="sans-serif, arial, verdana">Agreed http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 31, 2003, 16:21: Message edited by: JLS ]

pathfinder November 1st, 2003 01:09 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS: do ALL the data/AI files have to be updated to the new Version or are critical ones that need to be updated?

JLS November 1st, 2003 03:14 PM

Re: AI Campaign => For a Challenging AI opponent
 
All players, please enjoy your current AIC v4.0 games http://forum.shrapnelgames.com/images/icons/icon7.gif

AI Campaigns next players update v4.01 will patch into current v4.0 games and will NOT break any existing games.

= = = = = = = = = = = = = = = =

Pathfinder also to mention: http://forum.shrapnelgames.com/images/icons/icon7.gif
AIC v4.0 Upgrades v3.##
This was a full upgrade and the v4.0 AI, does depend on much of the DATA from AIC v4.0.

Some AI Players diplomacy was intentionally less aggressive for AI Campaigns v.4.0 release and many will be tweaked with AIC v4.01 to be a bit more aggressive. In addition, to include (some) increased AI Colonization. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 01, 2003, 13:40: Message edited by: JLS ]

oleg November 1st, 2003 03:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
I have a complaint about "random ship teleportation" event. It is an innocuous event by itself, gives a lot of fun to humans and has no effect on AI in connected games. BUT, in non-connected it can wreck a total havoc on AI. Example: Terrans are usually robust AI with respect to stellar manipulation and colonization. However, in my latest game, terran vessel has been teleported to another AI system with open warp point. I am not sure what happened next, but I suspect Terrans switched from "non-connected" to "explore" state. They have steller manipulation ship buil but it does nothing. They also have two idle Rock colony ships and refuse to build any Ice colony ships despite having several colonizable planets in home system. Terrans are in complete mental block. I' pretty sure it is because they can see unexplored open WP but can not reach it. AI routine is completely confused. (i can send savegame file to anyone interested)

oleg November 1st, 2003 03:47 PM

Re: AI Campaign => For a Challenging AI opponent
 
On the second thought, tt may be deeply rooted in the AI algorythm for WP opener. I think it operates this way: open WP from HW system to some other system and then use that system as an operational base for WP opening. However, if AI can "see" some other, unreachable, system due to random ship move event, it tries to send a stellar manip. ship there. Since it is impossible, it goes into total mental block http://forum.shrapnelgames.com/images/icons/icon9.gif

pathfinder November 1st, 2003 04:05 PM

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

Originally posted by JLS:


Pathfinder also to mention: http://forum.shrapnelgames.com/images/icons/icon7.gif
AIC v4.0 Upgrades v3.##
This was a full upgrade and the v4.0 AI, does depend on much of the DATA from AIC v4.0.

Some AI Players diplomacy was intentionally less aggressive for AI Campaigns v.4.0 release and many will be tweaked with AIC v4.01 to be a bit more aggressive. In addition, to include (some) increased AI Colonization. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Ok, good enough. Just means a bit of work for me in "MyMod" (name TBD)

JLS November 1st, 2003 04:29 PM

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

Originally posted by oleg:
I have a complaint about "random ship teleportation" event. It is an innocuous event by itself, gives a lot of fun to humans and has no effect on AI in connected games. BUT, in non-connected it can wreck a total havoc on AI. Example: Terrans are usually robust AI with respect to stellar manipulation and colonization. However, in my latest game, terran vessel has been teleported to another AI system with open warp point. I am not sure what happened next, but I suspect Terrans switched from "non-connected" to "explore" state. They have steller manipulation ship buil but it does nothing. They also have two idle Rock colony ships and refuse to build any Ice colony ships despite having several colonizable planets in home system. Terrans are in complete mental block. I' pretty sure it is because they can see unexplored open WP but can not reach it. AI routine is completely confused. (i can send savegame file to anyone interested)
<font size="2" face="sans-serif, arial, verdana">I agree with your observation Oleg on the se4 "random ship teleportation" event. I reduced the effect in AIC v4.0 Events too 2 from se4 setting of 3. Perhaps an Effect Amount := 1 may be worth a further try, but the Event does add a (little) fun for Human Players but I am sure it won't be missed.

Consider this change for v4.01. If it is of no effect then (Ship - Moved) event may be subsequently out of the AIC LOW-Default Event options http://forum.shrapnelgames.com/images/icons/icon12.gif

Ship - Moved has little value when not connected because there is no link to the other Home Systems so in effect no diplomacy will take effect. In connected games it also has its flaws but is still neat non-the-less http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif


Reference
Type := Ship - Moved
Severity := Low
Effect Amount := 2 (se4=3 and AIC v4.01 = 1 or zero
Message To := Owner
Num Messages := 1
Message Title 1 := Spatial Anomaly
Message 1 := A freak spatial anomaly has transported [%VehicleName] to an entirely different solar system.
Picture := ShipMoved
Time Till Completion := 0
Num Start Messages := 0

[ November 01, 2003, 15:12: Message edited by: JLS ]

JLS November 1st, 2003 04:55 PM

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

Originally posted by oleg:
On the second thought, tt may be deeply rooted in the AI algorythm for WP opener. I think it operates this way: open WP from HW system to some other system and then use that system as an operational base for WP opening. However, if AI can "see" some other, unreachable, system due to random ship move event, it tries to send a stellar manip. ship there. Since it is impossible, it goes into total mental block http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">Oleg this Ship – Moved Event is the same as or less effect as se4 in a no warp game, it will depend how random you want your events frequancy set in your no warp game.

Also to say that being Random, that in every game the AI Players may play different depending on the Situation. The Higher the Event Frequency; the more Events will contribute to the situational changes in your game and many like this and set the Event Frequancy to HIGH. http://forum.shrapnelgames.com/images/icons/icon7.gif

In regards to your Terrans, Oleg as it is with se4 Ship-Moved Event…
Well maybe a mental Block in Stellar Manipulations at this point in time http://forum.shrapnelgames.com/images/icons/icon12.gif However, the Terran AI in your current game will still flourish with Research and Ship, Fighter and Base Upgrades in addition its infrastructure. However, not many Systems in that game, but in the next it may blow your doors off. http://forum.shrapnelgames.com/images/icons/shock.gif

Please don't get too hung up on this in your game; at some point, another Player will open the warp and the Terrans will be free again to romp, grow, and play. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 01, 2003, 15:53: Message edited by: JLS ]

oleg November 1st, 2003 05:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
Well, they MAY recover if somebody open a warp point into their system http://forum.shrapnelgames.com/images/icons/icon10.gif I collected an archive of poor Terrans stagnation - almost 100 turns with an idle WP opener. http://forum.shrapnelgames.com/images/icons/icon7.gif

I think AI operates this way:
normal routine - only HW system is known - move somewhere, open WP. use the new system to open WP
screwed situation - AI ship is teleported and AI "knows" another system. AI commands WP ship "move to 'some coordinates in new system', open WP". There is no path, so ship orders are cleared, WP ship stays idle. Next turn, repeat and rinse http://forum.shrapnelgames.com/images/icons/icon9.gif

The key problem : AI is programed to open WP from HW system then and only then when no other system is known. Once it get a map of some other system, it will never ever open WP from HW. Even though that other system is unreachable. http://forum.shrapnelgames.com/images/icons/icon8.gif

JLS November 1st, 2003 05:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
Agreed, Oleg the Terran AI in your no-warp game will function, but not open Warps at this time...

At least it will continue to research and grow, and perhaps not to its full potential with total ship count...

I do expect other Terran triggers in time for your current game http://forum.shrapnelgames.com/images/icons/icon7.gif
Nevertheless, in that game, at that situational time; consider your Terrens as a Neutral Player that will acquire the ability to chase and bite all postal workers http://forum.shrapnelgames.com/images/icons/icon12.gif

I may remove the se4 Event Ship-Moved from the Low-default event option and sure to raise Ship-Moved too CAT in all... And again, Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 01, 2003, 15:46: Message edited by: JLS ]

JLS November 1st, 2003 06:14 PM

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

Originally posted by oleg:
Once it get a map of some other system, it will never ever open WP from HW. Even though that other system is unreachable.
<font size="2" face="sans-serif, arial, verdana">~TIP~ Players always be careful and choose all partnerships well with the AI in any game play style. If you give your System Maps and the only AI connection is you, in a Not-Connected game may have a consequence that is usually of greed from that AI Player as it may be with a Human player opponent http://forum.shrapnelgames.com/images/icons/icon12.gif

~TIP~ When the AIC AI Players asks you for a Research, Military or Partnership agreements; in most situations, it is for that AI Players benefit, and not so much yours. Please re-think all agreements that exceed the Trade agreements. Even a Research agreement will have long-range effects with the wrong AI Players and that may not be conducive for your Empires overall goals. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 01, 2003, 16:29: Message edited by: JLS ]

Fyron November 1st, 2003 09:21 PM

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

I agree with your observation Oleg on the se4 "random ship teleportation" event. I reduced the effect in AIC v4.0 Events too 2 from se4 setting of 3. Perhaps an Effect Amount := 1 may be worth a further try, but the Event does add a (little) fun for Human Players but I am sure it won't be missed.
<font size="2" face="sans-serif, arial, verdana">I don't think the effect amount does anything... have you actually noticed a substantial difference when lowering it? If it was something like 200, then it might be that that is the max lightyears that it can move a ship. But since it is just 3 or 2, that seems unlikely.

JLS November 1st, 2003 09:39 PM

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

Originally posted by Imperator Fyron:
I don't think the effect amount does anything... have you actually noticed a substantial difference when lowering it? If it was something like 200, then it might be that that is the max lightyears that it can move a ship. But since it is just 3 or 2, that seems unlikely.
<font size="2" face="sans-serif, arial, verdana">Agreed, one or zero may have some effect.

Edit:
Traveled may equal:
3 = 300 ly
2 = 200 ly
1 = 100 Ly and within some early AI no-warp game capabilities http://forum.shrapnelgames.com/images/icons/icon12.gif

0 = not sure yet, still testing...

[ November 01, 2003, 19:56: Message edited by: JLS ]

Fyron November 1st, 2003 09:45 PM

Re: AI Campaign => For a Challenging AI opponent
 
How can you agree to a question? http://forum.shrapnelgames.com/images/icons/tongue.gif

Stop doing that! http://forum.shrapnelgames.com/images/icons/tongue.gif

[ November 01, 2003, 20:08: Message edited by: Imperator Fyron ]

oleg November 1st, 2003 09:48 PM

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

Originally posted by Imperator Fyron:
How can you agree to a question? http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">I agree with you http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron November 1st, 2003 10:09 PM

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

Originally posted by JLS:
Agreed, one or zero may have some effect.

Edit:
Traveled may equal:
3 = 300 ly
2 = 200 ly
1 = 100 Ly and within some early AI no-warp game capabilities http://forum.shrapnelgames.com/images/icons/icon12.gif

0 = not sure yet, still testing...

<font size="2" face="sans-serif, arial, verdana">I have seen ships flung more than 300 light years though... more testing is definitely necessary. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS November 1st, 2003 10:31 PM

Re: AI Campaign => For a Challenging AI opponent
 
A setting of zero or 99 has little effect.

Why se4 is at 3, eludes me.

The se4 ship-moved event will be removed from the LOW default Events zip, for players that do not want this Event in their no-warp game.


Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 01, 2003, 20:33: Message edited by: JLS ]

Grand Lord Vito November 1st, 2003 11:12 PM

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

Originally posted by JLS:
The se4 ship-moved event will be removed from the LOW default Events zip, for players that do not want this Event in their no-warp game.


Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">JLS while your at it, can that se4 ship moved event in the default zip as well, when it hits it will automatically break up the fleet and I lost a few Legendary fleets with that event http://forum.shrapnelgames.com/images/icons/icon8.gif

Thanks Oleg I forgot to bring this up.

JLS November 2nd, 2003 01:39 AM

Re: AI Campaign => For a Challenging AI opponent
 
GLV was it AIC v4.0, v3.02 or any other?


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