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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 ] |
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 |
Re: AI Campaign => For a Challenging AI opponent
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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 ] |
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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 ] |
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[ November 02, 2003, 15:36: Message edited by: QBrigid ] |
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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... |
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 ] |
Re: AI Campaign => For a Challenging AI opponent
Alneyan how are the Char. change tests coming along?
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by QBrigid:
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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 ] |
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. |
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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 ] |
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 |
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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 ] |
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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 ] |
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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. |
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 ] |
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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 ] |
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* |
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 ] |
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:
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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. |
Re: AI Campaign => For a Challenging AI opponent
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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 ] |
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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 ] |
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 ] |
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 ] |
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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 ] |
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. |
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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. |
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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 |
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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 |
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
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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 |
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 ] |
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
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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 ! |
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 ] |
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 ] |
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. |
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[ November 06, 2003, 23:01: Message edited by: JLS ] |
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? |
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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 ] |
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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 ] |
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 ] |
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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