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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Oleg,
I do not understand. If you play without option SO*, you will require the game to have the Star Liners that PvK and I designed for Proportions a few years ago. With AIC Version 4.01 AI. For example, without SO* and MP* your game will be near exact to AIC v3.02, however the Star Liners are bigger now. Again, I do not understand; the AI Players in AIC v4.01 WILL win and respond at the same ratios as v3.02. http://forum.shrapnelgames.com/images/icons/icon12.gif Many like a StarLiner dependent game, I do. http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = = = = = = Quote:
Many also like this option, for few to no Star Liners in the game. = = = = = = = = Quote:
In addition this can be used in a solo game, if a speeder game is desired, this option is effective against the AI and you should out produce v3.02 defaults. This option alone the AI is not as close to the same Ratios of wins as v3.02. However the AI responds very well and is well recieved by the Players for its LAN/PBEM and PBW potential http://forum.shrapnelgames.com/images/icons/icon12.gif With all the above starting options combined the AI may have to be bumped up one bonus level to reflect v3.02. With the AI at High bonus the AI will dominate and Crush most if not all. This should be researved for a few AI's in a Multiplayer game. = = = = = = = = The below options have always been available in AIC Quote:
The options are not very confusing and are listed right on the top of the Traits menu. It is always better to have option then not to have at all. As you pick more starting options and mp Handicap points even the non-Role Playing Cultures; it becomes much easier to beat the AI so bump up the AI Bonus or pick less starting options http://forum.shrapnelgames.com/images/icons/icon12.gif Above all have fun http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 08, 2003, 21:27: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
NOTE: Players are not required to have the starting AIC v4.01: MP* or SO* options to play Multiplayer.
If they prefer a game that reflects v3.02 style, play your game with just the familiar (required Human Player top option, as always) http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 08, 2003, 20:24: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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The descriptions speak for themselves and just with the SO* 'the no Starliners option' the game is still very tough, indeed http://forum.shrapnelgames.com/images/icons/icon12.gif However I, like you; perfer to play without SO* and the rest of the options, when playing a solo game. - - - - Oleg, how do you feel about the new Cultures and Characteristic values? Also the Star Liners; I believe all is happy that the medium and large Star Liners are now in play sooner, what are your thoughts? = = = = = = With the FQM add-on in the next Version, the AI as promised will be updated and fine-tuned to handle the most industrious Human Player astro-miner, so fear not Oleg; the AI will be even tougher then v3.02 in some areas and circumstances. [ November 08, 2003, 21:45: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Well. i do not object to options itself. just the description "standard option" Holy cow, are't we all suppose to use "standard options" by default ?
As to the new cultures and settings - I did't check them carefully - they sort of disrupt races _general files so I was reluctant to start new games in fear of inadequte race trait selections. Or are my fears unfounded ? |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by oleg:
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I noticed the Human Players may struggle with the new Cultures this is why the Research levels have been increased about 25% and Culture tweaks can still be made. My fear still, may be the -10 Berserkers production level for Human Players. To be safe and for those that really do not want Role Playing Cultures I added the five Populace Cultures http://forum.shrapnelgames.com/images/icons/icon12.gif Alneyan fixed AIC char settings to avert some possible cheats in addition he reduced maintenance among many other char tweaks. Overall many players believe this is well balanced http://forum.shrapnelgames.com/images/icons/icon7.gif Any additional needed game production balancing; coming from that area of Facilities output themselves. What do you think? [ November 09, 2003, 00:05: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Well, my basic gut feeling is that you should revert to balancing "stock" AIC - no HP options 1,2.. etc. In fact I think it is already very well balanced against non-bonused AIs. All extra HP options -except negative of course http://forum.shrapnelgames.com/images/icons/icon7.gif - I really like supply eaters! should be clearly marked as "OK, you are not good enough, here is some help http://forum.shrapnelgames.com/images/icons/icon10.gif I really think you pay too much attention to these gimmiges - please focus more on weapon ballance http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 09, 2003, 01:10: Message edited by: oleg ] |
Re: AI Campaign => For a Challenging AI opponent
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P.S. My own HP race is no longer valid due to the 4.01 overdraft on 120% science http://forum.shrapnelgames.com/images/icons/icon9.gif -Actually it is a good idea to smack eggheads , I'm 100% behind http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 09, 2003, 01:23: Message edited by: oleg ] |
Re: AI Campaign => For a Challenging AI opponent
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Not true I don’t see how having a few Human Player options will bring stock se4 even close with or with out the Star Liners, you don’t have the Cultural Centers that are truly CULTURAL like you do in AIC, you dont have the cultural racial Cities and a lot of the other cool things like the AIC Trade Centers, OutPosts, Tactical Fighters, Planet Lore facility for a few of many AIC examples. Where else can you play Space Empires in FINITE and not have the AI crash and burn by sucking its resources dry, how se4 realistic is that. Now I can play Finite with out the Star Liners and the AI in v4.01 is just as tuff as ever http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 09, 2003, 12:43: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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Now with the new MP* multiplay option our multiplayer games can be set to an increased "evolution" speed this is http://forum.shrapnelgames.com/images/icons/icon6.gif There are only 4 starting options in AIC v4.01. OS*: No starliners as a Standard pick. I really like this one. MP*: This is awesome for its Multiplayer capabilities http://forum.shrapnelgames.com/images/icons/icon7.gif great for my LAN and PBEM games O1: Gives a little more starting research, resources and larger cargo at the Colonies. This option is great for the new players to AIC. O2: Increase all productions and now the Players can have that "dream team" fantasy race and it is also good for new players to AIC. Quote:
Weapon balance, we are always tweaking the weapons, a matter a fact Oleg you just posted if you change the Torpedoes and the EAG to (x#x } then you will be totally happy. I think that is what JLS asked of us in his email when he sent us the v4.01 beta file "Please give v4.01b a test drive. Any and all the suggestions for new stuff in multiplay would be helpful. We also need to take a look at overall Racial balances with weapons and facilities blah blah"; You know what he asked of us Last week http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 10, 2003, 10:58: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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My impression of his plan is after testing a bunch of Alneyans characteristic numbers and we ALL agree on the final Characteristic, trait and culture release. Then he planes to add on FQM and then as he has said the total update of the AI to include a rebalance Characteristic and traits with the new Cultures How can JLS balance the v3.02 AI to v4.01 when we ALL are not finished testing and agree on the values or committed to the final char/trait/culture numbers. http://forum.shrapnelgames.com/image...s/rolleyes.gif That is what v4.02 is about Quote:
It is good JLS lowered the AI general files, now we all can particapate on tweaking Alneyans settings a little, without the worry of breaking the AI http://forum.shrapnelgames.com/images/icons/icon6.gif Post or in my case email the findings so we can put the final setting to bed with v4.02 http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 09, 2003, 12:30: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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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 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">QB there is one more thing, we have 4 Human players total and 4 Players at AI low bonus (Eee, Toly,Ter and Ulk) also with 3 neutrals to be 2 rocks and one Ice. I will give you the 500 mp Handicap points a little more for the other Human Player but the both of you can not take SO* AIC starting option and just play with your starliners - ok? Since you love the Star Liners anyway, we will test 2 Starliner vs. 2 no Starliner against 4 AI players for JLS. Check your email QB http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 09, 2003, 12:54: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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{Remember the early Enterprise episode when testing the newly acquired Klingon Torpedoes almost went full circle and almost hit the Enterprise} http://forum.shrapnelgames.com/images/icons/icon10.gif The EAG should not be any better, the BUG eyes are very strong with weapons now http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 09, 2003, 12:00: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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This Versions will not break existing games. [ November 09, 2003, 14:43: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Oleg if you are reinforcing that maybe we should drop O1 and O2 for multiplayer reasons; you absolutely have a valid point http://forum.shrapnelgames.com/images/icons/icon12.gif
Let us not rush into this we have much time to consider all possibilities http://forum.shrapnelgames.com/images/icons/icon7.gif = = = What are your thoughts in respect to the new Char/Trait Costs and the Culture modifiers so we can finalize the settings before the next Version? Do you feel there should be a Science Characteristic or any Changes? There may also be a reduction in the Colonizer Techs to 400 from 500 to balance some no-warp games. - - - I am leaning towards this change in culture: Berzerkers Production := -5 Research := -15 Artisans Happiness := 6 Renegades Happiness := 3 What do you all think? [ November 09, 2003, 15:25: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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{Remember the early Enterprise episode when testing the newly acquired Klingon Torpedoes almost went full circle and almost hit the Enterprise} http://forum.shrapnelgames.com/images/icons/icon10.gif The EAG should not be any better, the BUG eyes are very strong with weapons now http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, I may be went overboard with bunuses for AMT. Most other weapons, like DUCs have hidden to-hit penalties (they are not displayed on weapons info but present in components.txt file). Effectively AMT have something like +5 from the start. But QT definetly should have extra bonuses ! |
Re: AI Campaign => For a Challenging AI opponent
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[ November 12, 2003, 12:12: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
I have some comments about Stellar Manipulation.
First of all, I concede its current state is something of my design and wishes. I complained about two things: First, old human tech SM gave 3, 4, 6 LY per level for warp openers. I thought it is not long enough, JLS obliged and changed values to 4,6 and 10 LY. Second, I complained about _VERY_ slow expansion of agressive races in non-warp games. Once again, JLS accomodated my wishes and lowed SM cost by 50%. AI plays very well now IMHO. But, and I mean BUT, the combination of those two tweaks made human SM very robust. In the game I play with latest settins, it is very easy for humans to get very effective expansion tool. I suggest to restor the values of human SM warp openers to 3,4 and 6 LY. It should't be a problem given the new cheap research cost ! Just MHO, may be i'm too harsh on feloow humans http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
Oleg we will give 30LY @ sm1 and 50LY @ sm2 a spin with Fyrons FQM add-on. I will have the files to you soon http://forum.shrapnelgames.com/images/icons/icon12.gif
FYI http://forum.shrapnelgames.com/images/icons/icon7.gif open warp was in AIC Version 3.xx 30LY/50LY and always 100LY at sm3. QB suggested tiny planet create at sm1 then small CP at sm2; this works well in conjunction with FQM add-on for AIC, any thoughts about this change? [ November 12, 2003, 21:32: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
LAST chance on any setting changes affecting the AI, I start the AI update soon http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Yes, my mistake, it was always 10 at SM 3 http://forum.shrapnelgames.com/images/icons/blush.gif
So, FQM will be a part of AIC now ? Good, but _watch out_ for starting HW settings - medium/large moons will expose one of the remaining SE bugs ! |
Re: AI Campaign => For a Challenging AI opponent
What se4 bug are you highlighting Oleg?
AIC will have all its traditional maps plus an additional Player regenerated Centurion map http://forum.shrapnelgames.com/images/icons/icon7.gif FQM will be better then 90% independent from AIC and all the help is needed to balance all the portage kinks with FQM to AIC, with the following few Versions http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 12, 2003, 22:03: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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JLS: If SE4 selects a planet that happens to be a moon as a homeworld, it will isntead use the planet that moon orbits as the home, keeping the planet's atmosphere, size and type and not changing it to be that of the race that will live there as normal. But, this is never an issue with average or good HW starts in FQM, only bad. Canning all those lovely small moons is, quite frankly, not an option I have ever been willing to consider. http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 12, 2003, 23:23: Message edited by: Imperator Fyron ] |
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Fyron, FQM is absolutely beautiful and detailed; I have been absorbed in it all week. [ November 12, 2003, 23:29: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Berzerkers = good change for AIC. Artisans, Renegades Happiness = I would leave this at PvK's settings. A reduction in the Colonizer Techs at 400 to balance some no-warp games, is my idea. I like it http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 12, 2003, 12:01: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
I am using AIC with FQM and so far no problems at all. The small atmosphere moons are a VERY nice aspect IMHO.
Only thing me gonna do is try and get rid of damaging warp points....cause ah just don't likes 'em... http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: AI Campaign => For a Challenging AI opponent
Have you gotten the latest Version of FQM? I greatly reduced the appearance of damaging WPs... and, it is really easy to remove them, just open up StellarAbilityTypes.txt, find the Unstable Warp Point, and set the chances for all of the damaging abilities to 0 (but leave all others, for flavor; they do not impede movement in the slightest http://forum.shrapnelgames.com/images/icons/icon12.gif ).
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Re: AI Campaign => For a Challenging AI opponent
Is it possible to make damaging warp-poits when one open new warp point ? Or does it work only during map generation ?
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Re: AI Campaign => For a Challenging AI opponent
I believe it is per [chance StellarAbilityTypes settings] during the map generation phase of a new game. All in game created warps are [normal].
Great suggestion Oleg, we will add some minor warp point abilities to [normal Warp Point Category] so you may find some variety with the in-game created warp points http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 13, 2003, 15:21: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
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[ November 13, 2003, 21:41: Message edited by: Imperator Fyron ] |
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[ November 13, 2003, 23:01: Message edited by: JLS ] |
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[ November 13, 2003, 23:07: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
I see your MP point, Chaotic Regions back in.
AI be da...---... Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 13, 2003, 23:11: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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= = = Pathfinder you must keep the AIC StellarAbilityTypes.txt and much of the AIC Systemtypes.txt intact; it is for the most part AI friendly and import any needed FQM data. Otherwise, you will lose many AIC subscriptions to the files and error. In addition it may be wise not to transfer any chaotic warps or any major damage items from FQM. With FQM v2.07. Recommend using all AIC Normal, Radioactive, and Unstable Warp points. Inserting normal warp points for most normal FQM ASteroid) player start systems, and Radioactive warp for radioactive potential systems and Unstable warp points for most systems with any unusual gravity influences. The AI is dealing with most ports just fine http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 13, 2003, 13:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I would like to have "cure plaque level II" in Medical Teams I. They are totally useless now - Sick Bay is a much better component ! And if you play with high chance events, getting cure to Pl.II is almost a must. And it takes too much research IMHO.
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Re: AI Campaign => For a Challenging AI opponent
This makes good sense, Oleg. If we are going to commit to a few Medical Ships on standby then lvl 2 med teams should be default (nice touch Oleg), and the ships Sickbay component will remain at existing levels.
[ November 15, 2003, 09:57: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I played few games with new cultures and honestly, space combat penalties to some cultures, like Scientists, make them unplayable. Right now I play either Neutrals or Engeneers. The rest is very much skewed one way or another.
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Re: AI Campaign => For a Challenging AI opponent
Some of us very much agree with you Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif
There WAS room for much point advantage in AIC with PvKs Cultures. For example, I take Berserk and then drop the new-game Trait [char] defense or offense modifier and gain several hundred points; this can be resolved by setting the char min to 99 for a few definite role reverse possibilities. Yes, we need to tweak the cultures closer to AIC v3.02 with a happy medium for all… http://forum.shrapnelgames.com/images/icons/icon12.gif We need to take on the cultures, one at a time. Reference Name := Berzerkers v3.02 Production := -5 Research := -5 Intelligence := -5 Trade := -5 Space Combat := 10 Ground Combat := 10 Happiness := 5 Maintenance := 0 SY Rate := -1 Repair := 0 Name := Berzerkers PvK Production := -20 Research := -20 Intelligence := -20 Trade := -20 Space Combat := 10 Ground Combat := 10 Happiness := 5 Maintenance := 0 SY Rate := -10 Repair := -10 Name := Berzerkers v4.11 Description := A highly factioned culture with an unending desire for conquest. Berzerkers are tremendous fighters with no apparent regard for personal safety. This single-minded lust for combat takes a toll on their culture's ability to advance its economy. Production := -5 Research := -10 Intelligence := -10 Trade := -20 Space Combat := 10 Ground Combat := 10 Happiness := 3 Maintenance := 0 SY Rate := -3 Repair := -1 - - - Name := Warriors v3.02 Production := -1 Research := -2 Intelligence := -2 Trade := 0 Space Combat := 3 Ground Combat := 5 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Warriors PvK Production := 0 Research := -10 Intelligence := -10 Trade := -5 Space Combat := 5 Ground Combat := 5 Happiness := 0 Maintenance := -5 SY Rate := -5 Repair := 0 Name := Warriors v4.11 Description := A culture dedicated to the pursuit of combat and conquest. Strong familial bonds hold the society together and allow it to advance in non martial areas. Production := -5 Research := -5 Intelligence := -15 Trade := -10 Space Combat := 5 Ground Combat := 20 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Traders v3.02 Production := 0 Research := 0 Intelligence := 0 Trade := 15 Space Combat := -2 Ground Combat := -10 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := -1 Name := Traders PvK Production := 0 Research := 0 Intelligence := 0 Trade := 5 Space Combat := -1 Ground Combat := -5 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Traders v4.11 Description := Citizens of this culture are dedicated to the pursuit of meeting other races and establishing trade with them. Production := -3 Research := -3 Intelligence := 0 Trade := 20 Space Combat := 0 Ground Combat := -5 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Politicians v3.02 Production := -5 Research := 0 Intelligence := 0 Trade := 5 Space Combat := 1 Ground Combat := 0 Happiness := 5 Maintenance := 0 SY Rate := -1 Repair := 0 Name := Politicians PvK Production := -16 Research := 0 Intelligence := 0 Trade := 5 Space Combat := 2 Ground Combat := 0 Happiness := 5 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Politicians v4.11 Description := A highly political culture allows for advanced trade and superior leadership in combat. However, as often happens with a politically centric directive, the basics of industry are neglected. Production := -5 Research := 5 Intelligence := 5 Trade := 10 Space Combat := 3 Ground Combat := -5 Happiness := 3 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Artisans v3.02 Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy. Production := -3 Research := 0 Intelligence := 0 Trade := 0 Space Combat := -1 Ground Combat := -5 Happiness := 10 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Artisans PvK Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy. Production := 0 Research := 0 Intelligence := 0 Trade := 0 Space Combat := 0 Ground Combat := 0 Happiness := 10 Maintenance := 0 SY Rate := -7 Repair := 0 Name := Artisans v4.11 Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy. Production := -2 Research := -1 Intelligence := 0 Trade := 5 Space Combat := 0 Ground Combat := -10 Happiness := 6 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Scientists v3.02 Production := -1 Research := 5 Intelligence := 0 Trade := 0 Space Combat := 0 Ground Combat := -10 Happiness := 0 Maintenance := -1 SY Rate := -1 Repair := 0 Name := Scientists PvK Production := -4 Research := 5 Intelligence := 0 Trade := 0 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Scientists v4.11 Description := The majority of the given population are devoted to scientific endeavors. Production := -5 Research := 15 Intelligence := -15 Trade := 0 Space Combat := -5 Ground Combat := -5 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Workers v3.02 Production := 5 Research := -5 Intelligence := -5 Trade := -5 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 0 SY Rate := 3 Repair := 2 Name := Workers PvK Production := 5 Research := -1 Intelligence := -1 Trade := -1 Space Combat := -1 Ground Combat := -1 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Workers v4.11 Description := A culture which values hard work above all else. Industry is given precedence above all other tasks. Production := 10 Research := -5 Intelligence := -5 Trade := 0 Space Combat := 0 Ground Combat := 5 Happiness := 0 Maintenance := 0 SY Rate := 3 Repair := 1 - - - Name := Schemers v3.02 Production := -2 Research := -4 Intelligence := 5 Trade := 2 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Schemers PvK Production := 0 Research := 0 Intelligence := 7 Trade := -2 Space Combat := 0 Ground Combat := 0 Happiness := -5 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Schemers v4.11 Description := A society with a natural disposition towards dark deals and political machinations. This society is adept at intelligence operations. Production := 0 Research := -5 Intelligence := 20 Trade := -5 Space Combat := 1 Ground Combat := 5 Happiness := -1 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Zealots v3.02 Production := -2 Research := -5 Intelligence := -3 Trade := 0 Space Combat := 5 Ground Combat := 10 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Zealots PvK Production := -11 Research := -20 Intelligence := -20 Trade := 0 Space Combat := 5 Ground Combat := 10 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Zealots v4.11 Description := A culture completely dedicated to a single goal. All thought and effort is expended with this goal as the result. Though industry and intellectual pursuits suffer, this society excels at combat. Production := 2 Research := -15 Intelligence := 10 Trade := 0 Space Combat := 5 Ground Combat := 15 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 - - - Name := Engineers v3.02 Production := 0 Research := 1 Intelligence := -2 Trade := -5 Space Combat := -5 Ground Combat := -5 Happiness := 0 Maintenance := 2 SY Rate := 5 Repair := 10 Name := Engineers PvK Production := 0 Research := 0 Intelligence := -2 Trade := -3 Space Combat := -3 Ground Combat := -5 Happiness := 0 Maintenance := 2 SY Rate := 5 Repair := 5 Name := Engineers v4.11 Description := A populace that is dedicated to engineering pursuits. These beings are adept at construction, maintaining, and repairing complex vehicles. Production := 0 Research := -5 Intelligence := -10 Trade := -10 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 5 SY Rate := 5 Repair := 5 - - - Name := Merchants v3.02 Production := 0 Research := -3 Intelligence := -3 Trade := 5 Space Combat := -3 Ground Combat := -5 Happiness := 0 Maintenance := 5 SY Rate := 0 Repair := -2 Name := Merchants PvK Production := 0 Research := -8 Intelligence := -8 Trade := 5 Space Combat := -2 Ground Combat := -5 Happiness := 0 Maintenance := 5 SY Rate := 0 Repair := 0 Name := Merchants v4.11 Description := Merchants have directed themselves towards economic pursuits. They excel at trade and deep space supply. Production := -3 Research := -5 Intelligence := 5 Trade := 15 Space Combat := 0 Ground Combat := -10 Happiness := 0 Maintenance := 2 SY Rate := 0 Repair := 0 - - - Name := Renegades v3.02 Production := -2 Research := -2 Intelligence := -2 Trade := 10 Space Combat := 5 Ground Combat := 0 Happiness := 5 Maintenance := -3 SY Rate := -3 Repair := 2 Name := Renegades PvK Production := -2 Research := -2 Intelligence := -2 Trade := 5 Space Combat := 2 Ground Combat := 0 Happiness := 5 Maintenance := -5 SY Rate := 0 Repair := 2 Name := Renegades v4.11 Description := A society almost to the point of anarchy, Renegades are highly factioned Groups that prefer to work separately. Their diverse yet happy lifestyle keeps their population spreading throughout the galaxy. Production := -5 Research := -5 Intelligence := 5 Trade := 5 Space Combat := 5 Ground Combat := 0 Happiness := 4 Maintenance := 3 SY Rate := 0 Repair := 4 - - - Name := Xenophobes v3.02 Production := 0 Research := 0 Intelligence := 5 Trade := -5 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Xenophobes PvK Production := 0 Research := 0 Intelligence := 5 Trade := -5 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 Name := Xenophobes v4.11 Description := A culture which has no desire for interaction with other cultures. They desire to remain apart and distinct from the rest of the galaxy. Production := 0 Research := 5 Intelligence := 5 Trade := -20 Space Combat := 0 Ground Combat := 0 Happiness := 0 Maintenance := 0 SY Rate := 0 Repair := 0 [ November 15, 2003, 12:47: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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You may find Engineering the best choice for you, but actually many prefer the way of the: Renegade/Warrior or the trader/merchant /Politician and lets not forget Schemers http://forum.shrapnelgames.com/images/icons/icon12.gif By far the worst is the Zealots (over all Rel. trait balance reasons) As a player, I still very much prefer the Science race and then work on some weaknesses thru pre-game char. I can always better my crews with quick Combat sensors and some good Training much earlier then most other races; but it is tough to get to research and computer level 3 without the Science culture and some added char intelligence. However, please consider your compromises. As a Science culture, in thee end; I will NEVER be as acclimated to Combat as a Warrior, Production as a Worker or even Trade as a Trader/Merchant or have the enhanced Ship Management techniques as an Engineer or Renegade http://forum.shrapnelgames.com/images/icons/icon12.gif ~ On average, it is safe to say that the other Cultures will NEVER compare to Eee and my own Science and Research totals http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 16, 2003, 14:58: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
hi JLS love your mod. I was wondering if you had any plans to add more flavor to the weapons available in the AICampaign. I particularly like Devnulls mod point defense missiles, missile racks, heavy missiles and crystal and bio seeker weapons. the missiles would definitly give more insentive to research and use this underpowered area in SE 4. It may be to much work to add the code to to the ai but for the human player it might be a simple matter f cut and paste...
any thoughts... ggm |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
I can understand the desire not to appropriate many of the original ideas of Devnull's mod because of the uniqueness and work which went into them. However some ideas are not unique and are quite common or obvious in the SF world. David Weber's Honor Harrington series and the Starfire game both deal with expanded missile possibilities. Sprint missiles (high speed or direct fire missile platforms), LR and Heavy Missile platforms, PD missile platforms are not unique ideas to Devnulls mod. Yes Devnulls has done a wonderful job in filling out the tech tree for the special techs (crystal, organic etc..) but that should not be an excuse to limit the possibilities of AICampaign. Perhaps we could ask Devnull and his team if we could use some of his ideas. Personnally I feel the mods would be quite complementary to one another.
ggm |
Re: AI Campaign => For a Challenging AI opponent
Gosho Mladenoff you have obviously never went up against the AIC Ulkra-Tul AI Player with that large destroyer fleet of se4 Parasite seeker missiles or the AIC Phongs crystal se4 Torpedoes http://forum.shrapnelgames.com/image...s/rolleyes.gif
I shriek at the sound of the incoming AIC Sergetti or Terran light missiles and se4 Drones fired by the AI players. Just when you have the point defense escorts retrofitted to go into battle against seekers, now you are confronted with, there Ally the Xiati with temporal weapons and no missiles, good luck defending both fronts contested by AIC ai players. http://forum.shrapnelgames.com/images/icons/shock.gif [ November 16, 2003, 19:30: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
I like the AIC Berserkers http://forum.shrapnelgames.com/image...s/confused.gif I like the AIC Renegades http://forum.shrapnelgames.com/image...s/confused.gif I will take the Warriors http://forum.shrapnelgames.com/image...s/confused.gif no wait going with the Berserks http://forum.shrapnelgames.com/images/icons/icon10.gif
Take out the Science and Enginners early allow no survivors http://forum.shrapnelgames.com/images/icons/icon8.gif [ November 16, 2003, 19:48: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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If we organize the Cultures by the general values, maybe this will help. The trade and economic aspect of AIC is very important so depending on how I want to approach the game I would choose, from pure trade to some combat or ship management and some trade. Name := Traders Production := -3 Research := -3 Trade := 20 Ground Combat := -5 Name := Merchants Production := -3 Research := -5 Intelligence := 5 Trade := 15 Ground Combat := -10 Maintenance := 2 Name := Politicians Production := -5 Research := 5 Intelligence := 5 Trade := 10 Space Combat := 3 Ground Combat := -5 Happiness := 3 Name := Renegades Production := -5 Research := -5 Intelligence := 5 Trade := 5 Space Combat := 5 Happiness := 4 Maintenance := 3 Repair := 4 [ November 16, 2003, 21:04: Message edited by: QBrigid ] |
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