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

pathfinder November 2nd, 2003 03:57 AM

Re: AI Campaign => For a Challenging AI opponent
 
*scratches head*

Getting double entries for ships when I go to build. EG Scout--two Versions one with abilities listed and one without. I checked off on both human and the 3 AI special "abilities" before start of game. Mistake?

Using AIC Version 4 with FQM regular and my added races.

[ November 02, 2003, 02:01: Message edited by: pathfinder ]

Grand Lord Vito November 2nd, 2003 05:56 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS the ship-moved Event has has seporated my fleets with v3.02, se4 and other mods.

Pathfinder I also accidently clicked AI only traits http://forum.shrapnelgames.com/images/icons/icon12.gif

QBrigid November 2nd, 2003 04:46 PM

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

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
<font size="2" face="sans-serif, arial, verdana">ALL I ever play is AIC no-warp and have been flung many unconnected systems away and have seen the same with the AI, it is not that big of a deal. But I would not want to be paying for a Baseship and have that flung faraway in any game without supply.
Maybe you should just can the SE4 ship-moved in AI Campaigns high, default and the planet destroyed AIC Random Event zips http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 02, 2003, 14:52: Message edited by: QBrigid ]

QBrigid November 2nd, 2003 04:56 PM

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

Originally posted by JLS:
~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
<font size="2" face="sans-serif, arial, verdana">Who would be the "wrong" AI Players to have a research agreement with?

QBrigid November 2nd, 2003 05:00 PM

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

Originally posted by JLS:
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.

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">Good I have a great no-warp game in progress http://forum.shrapnelgames.com/images/icons/icon6.gif

More AI colonizers http://forum.shrapnelgames.com/images/icons/shock.gif Back to playing the AI with no bonus http://forum.shrapnelgames.com/images/icons/icon9.gif

[ November 02, 2003, 15:01: Message edited by: QBrigid ]

QBrigid November 2nd, 2003 05:04 PM

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

Originally posted by JLS:
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

<font size="2" face="sans-serif, arial, verdana">I like this http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by JLS:
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

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">I much perfer Star Liners in my game and will never play with option 1 http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 02, 2003, 15:36: Message edited by: QBrigid ]

Alneyan November 2nd, 2003 05:08 PM

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

Originally posted by QBrigid:
Who would be the "wrong" AI Players to have a research agreement with?
<font size="2" face="sans-serif, arial, verdana">Anyone you may fight a while after. http://forum.shrapnelgames.com/images/icons/icon12.gif The AI benefits more from a Research treaty than you do usually, and so you would be well advised to carefully consider every Trade and Research Alliance. (You should benefit from a Trade Treaty though, but I will have to check)

The same can be true for any game though, you definitively don't want to help the research of your future enemy. http://forum.shrapnelgames.com/images/icons/icon12.gif And as research tends to be the limiting factor...

QBrigid November 2nd, 2003 05:17 PM

Re: AI Campaign => For a Challenging AI opponent
 
I don't want to help those nasty Krill in my AIC no-warp game even if they have a culture that gives them -10 Research and Trade.
I notice the Xenophobics don't bother me to much with agreement requests in AIC but the Terrans and the Cue Cappa's +10 Trade Culture will really benifit more then I will Alneyan with Trade and Research agreements I think the Sellega to.

I always say no to the Terrans and Cue Cappa but I like the Sellega AI we always agree.

I try to max out all agreements with the Neutrals I think this is good even though the Cluck gets the advantage.

[ November 02, 2003, 15:38: Message edited by: QBrigid ]

QBrigid November 2nd, 2003 05:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
Alneyan how are the Char. change tests coming along?

QBrigid November 2nd, 2003 05:43 PM

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 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 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif "AGREED" http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS November 2nd, 2003 07:27 PM

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

Alneyan how are the Char. change tests coming along?
<font size="2" face="sans-serif, arial, verdana">Alneyan is making excellent headway QB. However, it will not be totally finished until v4.02 or v4.03 because of the many General AI data changes, I will save this daunting task when all the Modules are near finished and this is when the AI upgrade will be the most productive. http://forum.shrapnelgames.com/images/icons/icon7.gif
--

Quote:

Maybe you should just can the SE4 ship-moved in AI Campaigns high, default and the planet destroyed AIC Random Event zips
<font size="2" face="sans-serif, arial, verdana">This is good logic QB http://forum.shrapnelgames.com/images/icons/icon7.gif
- - -

Quote:

I don't want to help those nasty Krill in my AIC no-warp game even if they have a culture that gives them -10 Research and Trade.
I notice the Xenophobics don't bother me to much with agreement requests in AIC but the Terrans and the Cue Cappa's +10 Trade Culture will really benifit more then I will Alneyan with Trade and Research agreements I think the Sellega to.

I always say no to the Terrans and Cue Cappa but I like the Sellega AI we always agree.

I try to max out all agreements with the Neutrals I think this is good even though the Cluck gets the advantage
<font size="2" face="sans-serif, arial, verdana">Out of the above list the CueCappa may make best Trade and Research friends, they are Honorable and it will take much for them to break treaties it also not expected the Cue will backstab, unlike the Xiati or the Fazrah.

As Alneyan suggests it is more in the geo placements of the Races, if the Terran or Sellega are far away and an unlikely threat, then sure I will enter a Research with them.

I rarely enter Partnerships; my Rudders are much too valuable.

I will enter a Military agreement if I need a refuel or My Ally needs to refuel their ships in-rout to a shared enemy, or they are trusted and they wish to post a defense fleet over some of my planets. When and if the Military Agreement is not to my best interest I ask for a reduction to a lesser agreement, however sometimes the AI Player may be adamant and wish not to change agreements. http://forum.shrapnelgames.com/images/icons/icon12.gif

Cluk and Tex are great trade-research and allies.

Nultoh gets a bit stuffy but he is ok.
Zynarra does not want to be bothered

Kitra on the other hand if close demands to much in the way of tribute, so I rarly enter a Research, he is my fav early attack. His Carb breathers fit very well; serving my Hydro Empire http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 02, 2003, 17:39: Message edited by: JLS ]

Alneyan November 2nd, 2003 07:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
The characteristic changes are going on, I think there is only one area left (but an annoying area. http://forum.shrapnelgames.com/images/icons/icon12.gif ) And then there will be the AI tweaks JLS mentioned.

I tend not to sign on any treaty above Trade Alliance with close Empires, and I will never, ever, sign a Partnership treaty. (At least against the AI) Research helps your future enemy, while resources are much less of a problem. In fact, having a Trade agreement with your future opponent can be useful, since he/she will spend more resources and have a higher income. The removal of the trade agreement might collapse his/her economy. *Evil snicker* That is, when you are playing with a human obviously. http://forum.shrapnelgames.com/images/icons/icon7.gif

But then, I am somewhat a isolationist in SEIV, always setting up frontiers that should not be crossed. (Who said minefields?) Hence the problem with trade agreements. I wish you could have a trade agreement without setting up a military trust between the two Empires. http://forum.shrapnelgames.com/images/icons/icon12.gif My dream is unfortunately impossible to set up in multiplayer, except if you do... erh... assimilate all the other Empires.

oleg November 3rd, 2003 02:33 AM

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

Originally posted by pathfinder:
*scratches head*

...I checked off on both human and the 3 AI special "abilities" before start of game. Mistake?

Using AIC Version 4 with FQM regular and my added races.

<font size="2" face="sans-serif, arial, verdana">Yes, AI and humans have separate hulls for each ship class. Check the hulls.txt file for details.

Grand Lord Vito November 3rd, 2003 08:19 AM

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

Originally posted by Alneyan:
But then, I am somewhat a isolationist in SEIV, always setting up frontiers that should not be crossed. (Who said minefields?) Hence the problem with trade agreements. I wish you could have a trade agreement without setting up a military trust between the two Empires. http://forum.shrapnelgames.com/images/icons/icon12.gif My dream is unfortunately impossible to set up in multiplayer, except if you do... erh... assimilate all the other Empires.
<font size="2" face="sans-serif, arial, verdana">Alneyan JLS has made the AI easier in 4.0 you can hide behind your minefields allot longer now. But if that was me you where playing against, no minefield will keep me out, you will need a big fleet with fighters http://forum.shrapnelgames.com/images/icons/icon10.gif

You dont need military trust… If you want their cash then trade, if you need there fuel take use it and if you want to share research just do it. You can always reduce the agreements with no penelty.

[ November 03, 2003, 06:21: Message edited by: Grand Lord Vito ]

oleg November 3rd, 2003 03:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed http://forum.shrapnelgames.com/image...s/confused.gif

JLS November 3rd, 2003 03:43 PM

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

Originally posted by Grand Lord Vito:
You dont need military trust. If you want their cash then trade, if you need there fuel take use it and if you want to share research just do it. You can always reduce the agreements with no penelty.
<font size="2" face="sans-serif, arial, verdana">GLV
Some AI players won't want to downgrade the agreement, eventually they may come around. In the least GLV as Alneyan indicates; try to avoid Military Agreements with the Fazrah and Xiati http://forum.shrapnelgames.com/images/icons/icon12.gif

As I recall QB was backstabed by the Fazrah recently and lost the Home World to a series of plague and radiation bombs http://forum.shrapnelgames.com/images/icons/shock.gif

[ November 03, 2003, 13:48: Message edited by: JLS ]

JLS November 3rd, 2003 05:00 PM

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

Originally posted by oleg:
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">Yes, Oleg. GLV mentioned that earlier in an Email.

This is set because the se4 AI sends its Colony Ships out unescorted as with any other se4/mod.

In a LAN/multiplayer game, all a Human Player has to do is capture Colony Ships of the AI’s; wave after relentless wave http://forum.shrapnelgames.com/images/icons/icon12.gif


I will look into an alternate system however http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 15:05: Message edited by: JLS ]

oleg November 3rd, 2003 05:14 PM

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

Originally posted by JLS:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by oleg:
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">Yes, Oleg. GLV mentioned that earlier in an Email.

This is set because the se4 AI sends its Colony Ships out unescorted as with any other se4/mod.

In a LAN/multiplayer game, all a Human Player has to do is capture Colony Ships of the AI’s; wave after relentless wave http://forum.shrapnelgames.com/images/icons/icon12.gif


I will look into an alternate system however http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Why not simply put SDD on colony ships ?

I must be really stupid but I still don't understand why my ships refuse to board despite having numerical advantage ?
120 vs 80.

JLS November 3rd, 2003 05:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
As a tip that was past down from DogScuff, I have left it somewhat easy to Capture the AI players POP Transports....

Now this will be a very useful alien ship, and if you time the Capture right, it will reward you a slave or 2 http://forum.shrapnelgames.com/images/icons/icon12.gif

As I was saying to Alneyan the other day and as per GLVs Email. With the AIC AI v4 catch-up upgrade, there will be, a revamp on what AI designs that may be easily captured and what won’t.

However, the AI POP transports will always be an easy target http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 15:56: Message edited by: JLS ]

oleg November 3rd, 2003 06:01 PM

Re: AI Campaign => For a Challenging AI opponent
 
Ahh, I found my mistake ! http://forum.shrapnelgames.com/images/icons/icon7.gif

The numbers should be multiplyed by 4 http://forum.shrapnelgames.com/images/icons/icon10.gif

AI ship has 80X4=320 marines http://forum.shrapnelgames.com/images/icons/shock.gif

[ November 03, 2003, 16:05: Message edited by: oleg ]

Alneyan November 3rd, 2003 08:33 PM

Re: AI Campaign => For a Challenging AI opponent
 
GLS, I meant a trade partnership without allowing my unreliable partner to be able to travel through my systems without authorization, and without setting up some mines layers here and there. I didn't speak about Military Alliance, although I see now my words were quite misleading. http://forum.shrapnelgames.com/images/icons/icon12.gif

And do not worry, I love fighter wings. A lot of fighters. They are so effective against an unwary target, who bet you would never, ever, use any fighter or seeker and therefore forego PDC altogether. Or on the other hand, to make your opponent believes you are actually using fighters, while it was a mere decoy. *Snickers*

JLS November 3rd, 2003 08:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
I agree Alneyan, se5 should have such a trade agreement that also totally implies
-> Keep out <-

That’s it Anleyan keep him guessing http://forum.shrapnelgames.com/images/icons/icon12.gif

*Snickers*

[ November 03, 2003, 18:48: Message edited by: JLS ]

Alneyan November 3rd, 2003 08:55 PM

Re: AI Campaign => For a Challenging AI opponent
 
Here are the current considered values for characteristics in AIC 4.01. Feel free to comment away. http://forum.shrapnelgames.com/images/icons/icon12.gif

Two characteristics are still somewhat of a problem:
- Environemental Resistance: I tend to find this characteristic use dubious at least, as it duplicates Happiness and Reproduction. (The only use would be to allow some optimizations with the costs for raising these characteristics) Does anyone here finds this characteristic to have some use in the game? If so, please say so, I may have missed something here. http://forum.shrapnelgames.com/images/icons/icon12.gif
- Maintenance: the previous value has been changed, but I am still doing some calculations about this one. Maintenance is not the easiest characteristic in the game to balance, and it is likely one of the most important in the game. (At least when it comes to economics)

So without further addendum:

Quote:

Characteristic Physical Strength Max Pct := 200
Characteristic Physical Strength Min Pct := 75
Characteristic Physical Strength Pct Cost := 25
Characteristic Physical Strength Threshold := 20
Characteristic Physical Strength Threshhold Pct Cost Pos := 35
Characteristic Physical Strength Threshhold Pct Cost Neg := 10
Characteristic Intelligence Max Pct := 135
Characteristic Intelligence Min Pct := 75
Characteristic Intelligence Pct Cost := 50
Characteristic Intelligence Threshold := 20
Characteristic Intelligence Threshhold Pct Cost Pos := 80
Characteristic Intelligence Threshhold Pct Cost Neg := 20
Characteristic Cunning Max Pct := 140
Characteristic Cunning Min Pct := 75
Characteristic Cunning Pct Cost := 20
Characteristic Cunning Threshold := 20
Characteristic Cunning Threshhold Pct Cost Pos := 70
Characteristic Cunning Threshhold Pct Cost Neg := 10
Characteristic Environmental Resistance Max Pct := 105
Characteristic Environmental Resistance Min Pct := 95
Characteristic Environmental Resistance Pct Cost := 10
Characteristic Environmental Resistance Threshold := 1
Characteristic Environmental Resistance Threshhold Pct Cost Pos := 10
Characteristic Environmental Resistance Threshhold Pct Cost Neg := 10
Characteristic Reproduction Max Pct := 130
Characteristic Reproduction Min Pct := 95
Characteristic Reproduction Pct Cost := 25
Characteristic Reproduction Threshold := 1
Characteristic Reproduction Threshhold Pct Cost Pos := 75
Characteristic Reproduction Threshhold Pct Cost Neg := 10
Characteristic Happiness Max Pct := 130
Characteristic Happiness Min Pct := 90
Characteristic Happiness Pct Cost := 25
Characteristic Happiness Threshold := 5
Characteristic Happiness Threshhold Pct Cost Pos := 50
Characteristic Happiness Threshhold Pct Cost Neg := 10
Characteristic Aggressiveness Max Pct := 140
Characteristic Aggressiveness Min Pct := 75
Characteristic Aggressiveness Pct Cost := 90
Characteristic Aggressiveness Threshold := 5
Characteristic Aggressiveness Threshhold Pct Cost Pos := 135
Characteristic Aggressiveness Threshhold Pct Cost Neg := 20
Characteristic Defensiveness Max Pct := 130
Characteristic Defensiveness Min Pct := 75
Characteristic Defensiveness Pct Cost := 100
Characteristic Defensiveness Threshold := 5
Characteristic Defensiveness Threshhold Pct Cost Pos := 150
Characteristic Defensiveness Threshhold Pct Cost Neg := 20
Characteristic Political Savvy Max Pct := 130
Characteristic Political Savvy Min Pct := 75
Characteristic Political Savvy Pct Cost := 25
Characteristic Political Savvy Threshold := 15
Characteristic Political Savvy Threshhold Pct Cost Pos := 65
Characteristic Political Savvy Threshhold Pct Cost Neg := 10
Characteristic Mining Aptitude Max Pct := 150
Characteristic Mining Aptitude Min Pct := 75
Characteristic Mining Aptitude Pct Cost := 50
Characteristic Mining Aptitude Threshold := 20
Characteristic Mining Aptitude Threshhold Pct Cost Pos := 65
Characteristic Mining Aptitude Threshhold Pct Cost Neg := 10
Characteristic Farming Aptitude Max Pct := 150
Characteristic Farming Aptitude Min Pct := 75
Characteristic Farming Aptitude Pct Cost := 25
Characteristic Farming Aptitude Threshold := 20
Characteristic Farming Aptitude Threshhold Pct Cost Pos := 50
Characteristic Farming Aptitude Threshhold Pct Cost Neg := 10
Characteristic Refining Aptitude Max Pct := 150
Characteristic Refining Aptitude Min Pct := 75
Characteristic Refining Aptitude Pct Cost := 30
Characteristic Refining Aptitude Threshold := 20
Characteristic Refining Aptitude Threshhold Pct Cost Pos := 55
Characteristic Refining Aptitude Threshhold Pct Cost Neg := 10
Characteristic Construction Aptitude Max Pct := 130
Characteristic Construction Aptitude Min Pct := 75
Characteristic Construction Aptitude Pct Cost := 50
Characteristic Construction Aptitude Threshold := 10
Characteristic Construction Aptitude Threshhold Pct Cost Pos := 75
Characteristic Construction Aptitude Threshhold Pct Cost Neg := 10
Characteristic Repair Aptitude Max Pct := 130
Characteristic Repair Aptitude Min Pct := 95
Characteristic Repair Aptitude Pct Cost := 15
Characteristic Repair Aptitude Threshold := 5
Characteristic Repair Aptitude Threshhold Pct Cost Pos := 100
Characteristic Repair Aptitude Threshhold Pct Cost Neg := 10
Characteristic Maintenance Aptitude Max Pct := 130
Characteristic Maintenance Aptitude Min Pct := 75
Characteristic Maintenance Aptitude Pct Cost := 100
Characteristic Maintenance Aptitude Threshold := 5
Characteristic Maintenance Aptitude Threshhold Pct Cost Pos := 200
Characteristic Maintenance Aptitude Threshhold Pct Cost Neg := 20
<font size="2" face="sans-serif, arial, verdana">

Alneyan November 3rd, 2003 09:11 PM

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

Originally posted by JLS:
I agree Alneyan, se5 should have such a trade agreement that also totally implies
-> Keep out <-

That’s it Anleyan keep him guessing http://forum.shrapnelgames.com/images/icons/icon12.gif

*Snickers*

<font size="2" face="sans-serif, arial, verdana">Yes, it would make sense, in the real world I believe you cannot quite send your armies in your partner's capital without having to face some consequences. http://forum.shrapnelgames.com/images/icons/icon12.gif But a less efficient trade agreement then.

Don't worry JLS, I am keeping my strategies secret. *Conspiratorial nod* Don't expect me to tell you my tactics usually involve the use of... of ships, that is what I meant.

JLS November 3rd, 2003 09:20 PM

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

Originally posted by Alneyan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JLS:
I agree Alneyan, se5 should have such a trade agreement that also totally implies
-> Keep out <-

That’s it Anleyan keep him guessing http://forum.shrapnelgames.com/images/icons/icon12.gif

*Snickers*

<font size="2" face="sans-serif, arial, verdana">Yes, it would make sense, in the real world I believe you cannot quite send your armies in your partner's capital without having to face some consequences. http://forum.shrapnelgames.com/images/icons/icon12.gif But a less efficient trade agreement then.

Don't worry JLS, I am keeping my strategies secret. *Conspiratorial nod* Don't expect me to tell you my tactics usually involve the use of... of ships, that is what I meant.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">"Don't worry JLS, I am keeping my strategies secret."

This is very wise, Alneyan. You never know, you two may cross swords someday http://forum.shrapnelgames.com/images/icons/icon7.gif

- - -

The AI Player usually does not hang out in your systems with the Simple Trade or Research agreements, but sure, it will understand that such an agreement is tantamount to right of passage.
However, with the Military or Partnership treaties the AI players tends to orbit our Worlds; to much for my likening. http://forum.shrapnelgames.com/images/icons/shock.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 19:24: Message edited by: JLS ]

deccan November 4th, 2003 12:45 AM

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

Originally posted by Alneyan:
And do not worry, I love fighter wings. A lot of fighters. They are so effective against an unwary target, who bet you would never, ever, use any fighter or seeker and therefore forego PDC altogether. Or on the other hand, to make your opponent believes you are actually using fighters, while it was a mere decoy. *Snickers*
<font size="2" face="sans-serif, arial, verdana">I wonder who you're talking about. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder November 4th, 2003 01:30 AM

Re: AI Campaign => For a Challenging AI opponent
 
Holy "stuff"!

been playing SEIV since it came out and saw the AI use stellar manip for the first time....one of my AI opponents just created a new planet in one of my systems....Yikes! They are also opening warp points.....some how I got a bad feeling about this http://forum.shrapnelgames.com/images/icons/icon12.gif

This is in my "mod" of AIC. All I have done so far is make 4-5 custom (sota) races.

[ November 03, 2003, 23:31: Message edited by: pathfinder ]

Grand Lord Vito November 4th, 2003 02:38 AM

Re: AI Campaign => For a Challenging AI opponent
 
Pathfinder look out for the Preitorians they wasted most of the Drushka systems with their System Star Destroying weapons in my game, I will wait to build that Facility that can block this before I turn on them.

IIRC it is at sheild lvl 10???

[ November 04, 2003, 00:39: Message edited by: Grand Lord Vito ]

Grand Lord Vito November 4th, 2003 02:43 AM

Re: AI Campaign => For a Challenging AI opponent
 
Oleg I like your armour ideas for the AIC Fighters and Sats in v4.01 (SWEET).

[ November 04, 2003, 00:56: Message edited by: Grand Lord Vito ]

Grand Lord Vito November 4th, 2003 02:47 AM

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

This is very wise, Alneyan. You never know, you two may cross swords someday
<font size="2" face="sans-serif, arial, verdana">Just bring it on http://forum.shrapnelgames.com/images/icons/icon7.gif

Grand Lord Vito November 4th, 2003 02:53 AM

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

Here are the current considered values for characteristics in AIC 4.01. Feel free to comment away.
<font size="2" face="sans-serif, arial, verdana">Alneyan the characteristics look GREAT.

oleg November 4th, 2003 05:02 AM

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

Originally posted by Grand Lord Vito:
Oleg I like your armour ideas for the AIC Fighters and Sats in v4.01 (SWEET).
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon7.gif

I still think AIC miss small meson bLaster and small graviton beam. Small MB should be proportionaly smaller and weaker compared to small APB. Small GB should have a rate of 3 - between "generic" fighter weapons and small AM torpedo. Damage should be like small APB but skip ALL shields. According to the description, it is fast alternating pulses of tractor and repulsing beams shaking the target. So far I did't see any shield in Sci-FI that can block ship' shatter. For example, Enterprise always shakes violently whenever anything hits its shields. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 04, 2003, 03:04: Message edited by: oleg ]

QBrigid November 4th, 2003 03:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
I also like the Armor Oleg, but lets not make the fighters to powerful http://forum.shrapnelgames.com/images/icons/icon12.gif

The DUC fighter cannon is smaller then most and IMHO a generic race has a bunch of fighter weapons allready.

QBrigid November 4th, 2003 03:11 PM

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

Originally posted by Alneyan:
Here are the current considered values for characteristics in AIC 4.01. Feel free to comment away. http://forum.shrapnelgames.com/images/icons/icon12.gif

Two characteristics are still somewhat of a problem:
- Environemental Resistance: I tend to find this characteristic use dubious at least, as it duplicates Happiness and Reproduction. (The only use would be to allow some optimizations with the costs for raising these characteristics) Does anyone here finds this characteristic to have some use in the game? If so, please say so, I may have missed something here. http://forum.shrapnelgames.com/images/icons/icon12.gif
- Maintenance: the previous value has been changed, but I am still doing some calculations about this one. Maintenance is not the easiest characteristic in the game to balance, and it is likely one of the most important in the game. (At least when it comes to economics)

<font size="2" face="sans-serif, arial, verdana">Alneyan the new Maintenance look good.

Why do you tend to find the Environemental Resistance characteristics use dubious at least, as it duplicates Happiness and Reproduction?
I am not sure I understand.

Alneyan November 4th, 2003 03:26 PM

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

Originally posted by QBrigid:
Alneyan the new Maintenance look good.

Why do you tend to find the Environemental Resistance characteristics use dubious at least, as it duplicates Happiness and Reproduction?
I am not sure I understand.
<font size="2" face="sans-serif, arial, verdana">It seems like I forgot to add something in my post about ER. A raise of 5 points in Environemental Resistance is equivalent to a raise of one point in both Happiness and Reproduction. That is to say, 105 Environemental Resistance is equivalent to 101 Happiness AND Reproduction.

Then, if you want to improve either Reproduction or Happiness, you may want to raise these characteristics, leaving Environemental Resistance with no particular purpose. The other option would be to decrease the costs for Environemental Resistance in such a way that it would be cheaper to raise ER before tweaking Happiness and Reproduction, but it seems a bit over complicated and artificial for me.

Deccan, don't forget PDC is not working against fighters in our game, hence the little annoyance my fighters were. We shall see what will bring the next wave(s?) of attack(s?) though. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS November 4th, 2003 04:03 PM

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 Grand Lord Vito:
Oleg I like your armour ideas for the AIC Fighters and Sats in v4.01 (SWEET).

<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon7.gif

I still think AIC miss small meson bLaster and small graviton beam. Small MB should be proportionaly smaller and weaker compared to small APB. Small GB should have a rate of 3 - between "generic" fighter weapons and small AM torpedo. Damage should be like small APB but skip ALL shields. According to the description, it is fast alternating pulses of tractor and repulsing beams shaking the target. So far I did't see any shield in Sci-FI that can block ship' shatter. For example, Enterprise always shakes violently whenever anything hits its shields. http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Oleg, sounds like a plan. I will see what can be done for v4.01 http://forum.shrapnelgames.com/images/icons/icon7.gif

QB, as long as the racial trait Fighter weapons are somewhat balanced, the many options for the "generic races” with fighter design, will not upset your Psychics or other Race abilities, in the end and overall it is a fine addition. http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg November 4th, 2003 04:40 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes, I'm not advocating new better fighter weapons. Simply want to have more choices http://forum.shrapnelgames.com/images/icons/icon7.gif

Grand Lord Vito November 5th, 2003 12:59 PM

Re: AI Campaign => For a Challenging AI opponent
 
I play the Temporals but if the puny generic race wants more beef, more power to them http://forum.shrapnelgames.com/images/icons/icon10.gif

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

JLS November 5th, 2003 06:34 PM

Re: AI Campaign => For a Challenging AI opponent
 

========================================
AI Campaign V4.01 UPGRADE
========================================


Features Alneyan’s Characteristics Values.

Conceptual:
New Event Multiplayer Module
~

Facilities:
New Additional Multiplayer Facilities.
Planet Lore revised for the Organic Races ~Oleg, GLV
Refining and Agrarian Urban Structures revised ~Oleg, GLV
Raised most Research Facility levels.
Tweaked some facilities
~

Vehicles:
Freighter was the Small StarLiner.
Medium StarLiner is available with ship Const.2 ~Oleg
Large StarLiner will also appear earlier in your game now.
Fast Colonizers go a little faster ~GLV
Resupply Space Station fuel storage raised to 20kt.
~

Components:
New Additional Multiplayer Components.
Revised Repair Bay Compartments.
Reduced Open Warp costs ~GLV, Alneyan
Reduced Create Planet Costs ~QB
AI Minesweeping Components Ability at Se4=5 max
Added Small Meson BLaster Fighter Weapon ~Oleg
Added Small Graviton Beam Weapon ~Oleg
Revised some Component costs.
~

NOTES:
Tweaked AI
Ship-moved is now a CAT event and has been removed from some Default zips ~Oleg
Designs names have been added to Dsnames folder ~Clark
Added Fyrons internet site shortcut for many more design names.

Reduced Asteroid resource values for Non-Finite Games ~Oleg

Next AIC Version will feature Pathfinders FQM add-on with fully up-graded AI Players that can deal with the most industrious astro-miner http://forum.shrapnelgames.com/images/icons/icon7.gif

= = = = =
AI Campaign Complete v4.01
- - - - -
AI Campaigns v4.01 upgrade files. Will upgrade v4.xx to v4.01 (Will break saved games) 1042k
- - - - -
AI Campaigns v4.01 patch only. Will patch existing saved game (will NOT break saved games)) 110k. NOTE: Does not include many of the bells and whistles as the v4.01 Upgrade Files.

(>>> AI Campaign v4.01 <<<)

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

[ November 08, 2003, 14:12: Message edited by: JLS ]

Grand Lord Vito November 6th, 2003 02:04 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS I think your v4.01 addition with the MultiPlayer Module for LAN and PBEM games is a great idea. I cant wait to start my next LAN game http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg November 6th, 2003 03:29 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLC, I noticed you reversed Torpedos to stock-SE status http://forum.shrapnelgames.com/images/icons/icon9.gif But as we all know, sE Torpedodes suck !!! There've been many discussions on the subject and AFAIK that was the consensus. No wonder PvK raised Torpedos damage.

If you think torpedoes are too strong, please give them to hit bonus. +10 to AMT and +15 to QT.
That will give a nice choice to human players and it complement hard-to-hit small ships nicely.
Basically, one will have a choice to weild a knife (APB for exmample) if confronted with a dog (large, easy to hit ship) or folded newpaper (low-damage, easy to hit AMT) if attacked by a swarm of mosquitos. http://forum.shrapnelgames.com/images/icons/icon7.gif

I would also like +10 to-hit to enveloping acid globule. All other racial big hitters have bonuses - high-energy magnifier, tachion cannon and mental singularity projector. Why not EAG ? It is not like it has extarordinaly characteristics. Far from that, TC is better even before to-hit bonus !

JLS November 6th, 2003 03:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
Their was many objections to the high strength of the v3.00 Anti-Mater Torps in earlier Posts.

Will do Oleg,
Good compromise http://forum.shrapnelgames.com/images/icons/icon12.gif

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

[ November 06, 2003, 16:07: Message edited by: JLS ]

JLS November 6th, 2003 11:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
If you are starting a new game with the new v4.01 Complete or Upgrade files, option-zips are optional http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 06, 2003, 22:06: Message edited by: JLS ]

oleg November 7th, 2003 12:45 AM

Re: AI Campaign => For a Challenging AI opponent
 
About Torpedos:

start with +5 for AMT I and add 1 for a level till QM V.

EAG -> start with 2 and add +2 per level.

Just how I would like it http://forum.shrapnelgames.com/images/icons/icon7.gif Nothing more.

JLS November 7th, 2003 01:00 AM

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

Originally posted by oleg:
About Torpedos:

start with +5 for AMT I and add 1 for a level till QM V.

EAG -> start with 2 and add +2 per level.

Just how I would like it http://forum.shrapnelgames.com/images/icons/icon7.gif Nothing more.

<font size="2" face="sans-serif, arial, verdana">Sounds like a plan http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 06, 2003, 23:01: Message edited by: JLS ]

Grand Lord Vito November 7th, 2003 06:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS I like the way the Strategic Fighters are researched for AIC v4.01 multiplier and the increased Repair Bay Components. The armed fighter cockpit hits seekers have you considered bringing back the ability for fighter cannons also to shoot down missiles?

QB do you want to have a NO-WARP PBEM game?

JLS November 7th, 2003 08:12 PM

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

Originally posted by Grand Lord Vito:
JLS I like the way the Strategic Fighters are researched for AIC v4.01 multiplier and the increased Repair Bay Components. The armed fighter cockpit hits seekers have you considered bringing back the ability for fighter cannons also to shoot down missiles?

<font size="2" face="sans-serif, arial, verdana">Oleg and I decided long ago it would upset Missile balance and droped it on the Cannons. However, we can revisit this in tests, please let us know what you think after that. http://forum.shrapnelgames.com/images/icons/icon12.gif

The Repair Bay Compartment upkeep should be reduced, please also test: 25%/20%/15% repectivly and 10% for multiplay.

[ November 07, 2003, 19:55: Message edited by: JLS ]

QBrigid November 8th, 2003 01:03 PM

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

Originally posted by Grand Lord Vito:

QB do you want to have a NO-WARP PBEM game?

<font size="2" face="sans-serif, arial, verdana">Sure what is the AI Player bonus setting?
I want a 500 point mp Handicap against you GLV http://forum.shrapnelgames.com/images/icons/icon12.gif

AI Bonus low at the most, Cent map with 8 or more clusters, a medium amount of computer players with neutrals and with AIC v4.01 default events at med freq. OK?

If you want to remove the Psycos from the game thats ok by me, but you can play GLV http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 08, 2003, 11:23: Message edited by: QBrigid ]

QBrigid November 8th, 2003 01:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
I like the new StarLiners, the Multiplayer options and most of all Alneyan’s Characteristics Values along with PvKs Cultures http://forum.shrapnelgames.com/images/icons/icon7.gif

Nice job guys with AIC v4.01 http://forum.shrapnelgames.com/images/icons/icon6.gif

[ November 08, 2003, 11:57: Message edited by: QBrigid ]

oleg November 8th, 2003 08:21 PM

Re: AI Campaign => For a Challenging AI opponent
 
I want to put a dissending vote. I do NOT like the new options. What's the point ? Especially HP option 1. What do you mean it is "standard" ? It is a betray of Proportions phylosophy, IMO ! Now I can drop reproduction to 0 and still worry not about new colonies ! The stock SE is closer to the "reality" for God sake ! Yes, I am really angry about latest developments. AIC, as I suppose, was designed to make a chalenging and interseting AIs. Unfortunately, lately it was deluted to almost pre-TDM game http://forum.shrapnelgames.com/images/icons/icon8.gif Sure, we can keep all new options but, please introduce them with a message like "for suckers only who have no balls to stand up to AI" Or something like that. Sorry, I just quite upset that most of AIC development was focused on spoiling the challenge http://forum.shrapnelgames.com/images/icons/icon9.gif


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