.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   AI Campaign => For a Challenging AI opponent (http://forum.shrapnelgames.com/showthread.php?t=8703)

QBrigid November 16th, 2003 11:14 PM

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

Originally posted by QBrigid:
If we organize the Cultures by the general values, maybe this will help.
<font size="2" face="sans-serif, arial, verdana">The Combat aspect of se4 is also very important.

Name := Berzerkers
Production := -5
Research := -10
Intelligence := -10
Trade := -20
Space Combat := 10
Ground Combat := 10
Happiness := 3
SY Rate := -3
Repair := -1

Name := Warriors
Production := -5
Research := -5
Intelligence := -15
Trade := -10
Space Combat := 5
Ground Combat := 20

Name := Renegades
Production := -5
Research := -5
Intelligence := 5
Trade := 5
Space Combat := 5
Happiness := 4
Maintenance := 3
SY Rate := 0
Repair := 4

Name := Politicians
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3

[ November 16, 2003, 21:19: Message edited by: QBrigid ]

QBrigid November 16th, 2003 11:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS if we add some research to the Artisans, other then the Xenophobes and Politicians, this will give an alternate choice for Science. A little combat on the Xenophobes would not hurt http://forum.shrapnelgames.com/images/icons/icon12.gif

I have never played PBW and I am playing my first multiplayer se4 game with GLV and his freinds but the way I understand PBW, many Human Players do not enter agreements with each other, so added combat for the Xenophobes could induce players for this Culture.

Name := Scientists v4.11
Description := The majority of the given population are devoted to scientific endeavors.
Production := -5
Research := 15
Intelligence := -15
Space Combat := -5
Ground Combat := -5

Name := Politicians v4.11
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3


I suggest:

Name := Artisans
Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy.
Production := 0
Research := 5
Ground Combat := -10
Happiness := 8

Name := Xenophobes
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.
Research := 5
Intelligence := 5
Trade := -20
Space Combat := 5

[ November 16, 2003, 21:37: Message edited by: QBrigid ]

QBrigid November 16th, 2003 11:44 PM

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

Originally posted by Grand Lord Vito:
up against the AIC Ulkra-Tul AI Player with that large destroyer fleet of se4 Parasite seeker missiles
I shriek at the sound of the incoming AIC Sergetti or Terran light missiles and se4 Drones fired by the AI players.
<font size="2" face="sans-serif, arial, verdana">They will murder you http://forum.shrapnelgames.com/images/icons/shock.gif

gosho mladenoff November 17th, 2003 01:08 AM

Re: AI Campaign => For a Challenging AI opponent
 
I'm not sure the AI needs more options, because they always come on strong. ( I end up cheating by trading for techs and ships just to stay even ) but it gives more flavour and choices to a human player to let it choose to equip its ships with missile racks or sprint missiles (DF)so as to do some damage to a fleet that heavily outnumbers you. heavy or LR missiles used to pound a fleet while maintaining standoff distance. missile PD for slow firing but highly accurate PD systems...

Devnull's give's a baseline for these systems but my personnal feeling is that:

sprint missiles: 1/2 capital ship damage 1/2 range DF or speed 30

LR or Heavy missiles : x2 weight, x1.5 damage and 1.5 range and 1.5 resistance

Missile Racks: x3 damage and resistance, reload 30

PD Missile: accuracy +40 reload 2 or 3 damage +30 or +40


ggm

JLS November 17th, 2003 02:24 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thank You, gosho mladenoff http://forum.shrapnelgames.com/images/icons/icon7.gif

With Fyron’s permissions and by the additions of Fyron Quads to AIC fulfills Fyron’s goals and intentions for FQM. The same also applies with PvK’s Culture add-on and both are a hugh asset for AI Campaign and Space Empires.
However, Devnull is a supported and well-maintained Mod. Rollo and the Devnull team have invested much. It would not be fair to the Devnull creators to assimilate their works or concepts and this certainly would not be of good character on my part...

= = =

In regards to Missiles not holding up in the se4 mid to end game; I believe is the desired philosophy and doctrine of the se4 creators. Many others share in this game play philosophy for LR Missile obsolescence, with the emergence for the current se4 mid-game SR Fighter Rocketry and the in-game Player designable Long Range Drones.

You may find that the currant se4 small to large Drone with LR Missiles or PvKs light Missile platform design, although not a fighter; may be more resilient and pack more options for you, then the se4 fighters. Best of all, this is dependent on your design and your set strategy and purpose http://forum.shrapnelgames.com/images/icons/icon12.gif


Giving the AI a few more Weapons or Facility options is usually never a problem for the AI Players http://forum.shrapnelgames.com/images/icons/icon12.gif
We all will explore some additional missile and missile platform design options for AIC. If you have any ideas for any Components or Facilities that is not a direct (se3/4) product of any other active designer, and anyone would like to add this to AI Campaign, please post the design here.
Chances are it will be in a future release.
http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS

[ November 16, 2003, 14:37: Message edited by: JLS ]

gregebowman November 17th, 2003 03:23 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?

Fyron November 17th, 2003 04:22 AM

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

With Fyron’s permissions and by the additions of Fyron Quads to AIC fulfills Fyron’s goals and intentions for FQM. The same also applies with PvK’s Culture add-on and both are a hugh asset for AI Campaign and Space Empires.
However, Devnull is a supported and well-maintained Mod. Rollo and the Devnull team have invested much. It would not be fair to the Devnull creators to assimilate their works or concepts and this certainly would not be of good character on my part...
<font size="2" face="sans-serif, arial, verdana">Are you saying that FQM is not a supported or well-maintained mod? http://forum.shrapnelgames.com/images/icons/tongue.gif

Actually... it would not in any way be of bad character... the ideas are posted freely to be used.

Fyron November 17th, 2003 04:25 AM

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

I have never played PBW and I am playing my first multiplayer se4 game with GLV and his freinds but the way I understand PBW, many Human Players do not enter agreements with each other, so added combat for the Xenophobes could induce players for this Culture.
<font size="2" face="sans-serif, arial, verdana">Yes they do... most players sign trade and research alliances with everyone they meet, as soon as they meet them!

Quote:

Originally posted by gregebowman:
JLS,

Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?

<font size="2" face="sans-serif, arial, verdana">Check out the component "weapon" mounts.

[ November 17, 2003, 02:26: Message edited by: Imperator Fyron ]

gosho mladenoff November 17th, 2003 04:31 AM

Re: AI Campaign => For a Challenging AI opponent
 
______________________________________________
Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?
_________________________________________________

The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..

ggm

JLS November 17th, 2003 04:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
gosho mladenoff if you have a specific design that is yours that you would like to contribute to AIC, please post a semi to completed Version and we all would be very happy to test it.

I am sure Devnull's sprint missiles, LR or Heavy missiles, Missile Racks, and PD Missile work awesome in Devnull and please post the accolades on the Devnull thread, I am sure this would be appreciated.

Again if you are implying that I should use another designers work with out their permissions this is nonsensical, plagiaristic and a total disregard for there intellectual abilities. In regards to specific data from other MODs to include Rollo’s labor and concepts, I do believe to maintain integrity you would need his expressed permission to offer any of Devnull’s labors and concepts to others.

= = =

Please consider this, if an active mod designer is constructing a mod and communicating openly on the forum with the players of that mod or release a beta or Versions for others to test, this is not a warrant or affirmation for others to take the ideas. If so I would include all of the fine and uncompleted Adamant data in AIC or the Completed Data from AST Star Trek MOD and say (WOW look at my MOD and my labor). And then insist that Fyron post my (rip-off) on the MMs web site and SpaceEmpires.net with the MOD info; I supply. When in fact all I did was copy and paste much of his data with some title changes and with little intellectual thought.

Sure, I can say some credit here belongs to Fyron; however, what will be true and realistic is Fyron’s motivations will deteriorate on the continuance of his works if others continue to rip off his Ideas without his expressed permissions.

I hope you understand what I am attempting to say here http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman November 17th, 2003 04:34 PM

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

Originally posted by gosho mladenoff:
______________________________________________
Maybe someone's mentioned this before, but I couldn't create a regular colony ship because the the colony ship is only 101kt, and the colony module was 730?!!! I had to wait several turns before I could create a fast colony ship. This is my first time playing this mod, and I thought that was unusual. How can one correct this?
_________________________________________________

The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..

ggm

<font size="2" face="sans-serif, arial, verdana">Thanks for the info. I wasn't sure what was going on.

Fyron November 17th, 2003 04:42 PM

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

In regards to specific data from other MODs to include Rollo’s labor and concepts, I do believe to maintain integrity you would need his expressed permission to offer any of Devnull’s labors and concepts to others.
<font size="2" face="sans-serif, arial, verdana">Which he would give at the drop of a hat... http://forum.shrapnelgames.com/images/icons/icon12.gif Of course, he is not the one that made those missiles, but he is technically the one in charge of that mod these days.

Quote:

I hope you understand what I am attempting to say here
<font size="2" face="sans-serif, arial, verdana">Of course. That does not mean I have to agree with you though. If you want to use ideas from Adamant, go right ahead. Just list me in the credits (or better, just include the Adamant Mod Readme + Credits files), and all is well. It is not as if every single idea in Adamant was my own. http://forum.shrapnelgames.com/images/icons/tongue.gif Now, if you were to simply copy Adamant Mod and rename it, claiming it as your own, that would be a problem. But using ideas from it is not an issue. Borrowing a few ideas from a mod does not compromise anyone's intellectual integrity, especially if you give credit!

Did you see PvK, Rollo, SJ and others complain about Derek's Mod that was made a while ago combining Proportions, Devnull, P&N and other mods? No! In fact, they even offered assistance.

[ November 17, 2003, 14:47: Message edited by: Imperator Fyron ]

JLS November 17th, 2003 04:49 PM

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

Originally posted by Imperator Fyron:
Which he would give at the drop of a hat... http://forum.shrapnelgames.com/images/icons/icon12.gif Of course, he is not the one that made those missiles, but he is technically the one in charge of that mod these days.
<font size="2" face="sans-serif, arial, verdana">Agreed Rollo has done a fine job and without question, he is the point man.
- - -
“Which he would give at the drop of a hat... http://forum.shrapnelgames.com/images/icons/icon12.gif

Perhaps, but he has not; to my knowledge.
And if I know Rollo he would contemplate what the founders may do; first. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 17, 2003, 14:50: Message edited by: JLS ]

Fyron November 17th, 2003 04:55 PM

Re: AI Campaign => For a Challenging AI opponent
 
Since Devnull was a combination of a lot of people's ideas on the forums (plus a few of Devnullicus'), I think those "founders" would not object to it either. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ November 17, 2003, 14:55: Message edited by: Imperator Fyron ]

JLS November 17th, 2003 05:09 PM

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

In fact, they even offered assistance.
<font size="2" face="sans-serif, arial, verdana">Derek had permissions; this is my argument.
- - -

Quote:

Of course. That does not mean I have to agree with you though. If you want to use ideas from Adamant, go right ahead. Just list me in the credits (or better, just include the Adamant Mod Readme + Credits files), and all is well.
<font size="2" face="sans-serif, arial, verdana">You do have the right to offer your data Fyron, but others may have issue with you offering something that is not yours to offer.

= = = = =

Please, lets move on.

I really need more player input on the culture values used for v4.11 http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 17, 2003, 15:10: Message edited by: JLS ]

oleg November 17th, 2003 05:13 PM

Re: AI Campaign => For a Challenging AI opponent
 
While we all would like to see more different missiles, I disagree that seekers are only for earlier game.
1st, small ships are very usefull in AIC, because of speed, combat bonuses and AIC' economics. But it also reduces the effect of large mounts and suddenly the missiles' damage looks attractive !
2nd, Mixture of fighters and missiles rules. It is possible to saturate the point-defence even in large fleet battles. Just MHO.

JLS November 17th, 2003 05:19 PM

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

Originally posted by oleg:
While we all would like to see more different missiles, I disagree that seekers are only for earlier game.
1st, small ships are very usefull in AIC, because of speed, combat bonuses and AIC' economics. But it also reduces the effect of large mounts and suddenly the missiles' damage looks attractive !
2nd, Mixture of fighters and missiles rules. It is possible to saturate the point-defence even in large fleet battles. Just MHO.

<font size="2" face="sans-serif, arial, verdana">Agreed Oleg, above and with Drones, Missile Sats and Missile Weapon Platforms any Player, be them Human or AI can saturate a battlefields environment with se4 seekers.

[ November 17, 2003, 15:22: Message edited by: JLS ]

Fyron November 17th, 2003 05:35 PM

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

Derek had permissions; this is my argument.
<font size="2" face="sans-serif, arial, verdana">Ok... that is not much of an argument... go ask permission, problem solved! http://forum.shrapnelgames.com/images/icons/tongue.gif

Quote:

You do have the right to offer your data Fyron, but others may have issue with you offering something that is not yours to offer.
<font size="2" face="sans-serif, arial, verdana">I have not offered anything that is not mine to offer.

[ November 17, 2003, 15:36: Message edited by: Imperator Fyron ]

JLS November 17th, 2003 05:41 PM

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

Originally posted by QBrigid:
JLS if we add some research to the Artisans, other then the Xenophobes and Politicians, this will give an alternate choice for Science. A little combat on the Xenophobes would not hurt http://forum.shrapnelgames.com/images/icons/icon12.gif

Name := Scientists v4.11
Description := The majority of the given population are devoted to scientific endeavors.
Production := -5
Research := 15
Intelligence := -15
Space Combat := -5
Ground Combat := -5

Name := Politicians v4.11
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3


I suggest:

Name := Artisans
Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy.
Production := 0
Research := 5
Ground Combat := -10
Happiness := 8

Name := Xenophobes
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.
Research := 5
Intelligence := 5
Trade := -20
Space Combat := 5

<font size="2" face="sans-serif, arial, verdana">PBW inexperience aside QB, your suggestions does have merit.

Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

Grand Lord Vito November 17th, 2003 10:46 PM

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

Originally posted by oleg:
While we all would like to see more different missiles, I disagree that seekers are only for earlier game.
1st, small ships are very usefull in AIC, because of speed, combat bonuses and AIC' economics. But it also reduces the effect of large mounts and suddenly the missiles' damage looks attractive !
2nd, Mixture of fighters and missiles rules. It is possible to saturate the point-defence even in large fleet battles. Just MHO.

<font size="2" face="sans-serif, arial, verdana">Missiles, Drones and Fighters are great in AIC and when you plan on large ships, good Combat Sensers and ECM is a must. I like this because a rush to Battle Cruiser will need much more then just the big ship with heavy guns.

[ November 17, 2003, 20:48: Message edited by: Grand Lord Vito ]

Grand Lord Vito November 17th, 2003 10:53 PM

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

The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.
<font size="2" face="sans-serif, arial, verdana">I never read the readmes either http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 17th, 2003 10:59 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures http://forum.shrapnelgames.com/images/icons/icon12.gif Imo

gregebowman November 17th, 2003 11:01 PM

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

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.

<font size="2" face="sans-serif, arial, verdana">I never read the readmes either http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I guess it does pay to do so. I've downloaded quite a few mods lately, so it's hard to keep track of what mod does what.

oleg November 17th, 2003 11:02 PM

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

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.

<font size="2" face="sans-serif, arial, verdana">I never read the readmes either http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Me either ! http://forum.shrapnelgames.com/images/icons/icon7.gif In fact, I post exactly the same question about the UNGODLY LARGE colony modules not long time ago. Very confusing for rush neads http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 17th, 2003 11:08 PM

Re: AI Campaign => For a Challenging AI opponent
 
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something. http://forum.shrapnelgames.com/images/icons/icon12.gif

The large Colonizer moduale is for Large Transports and larger ships for the players to devise there own strategy with.

[ November 17, 2003, 21:11: Message edited by: Grand Lord Vito ]

oleg November 17th, 2003 11:12 PM

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

Originally posted by Grand Lord Vito:
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Exactly ! Balancing player score was the prime reason for the seemingly counterintuative designs for colony ships and starliners. JLS obviously hoped we will read READ.ME before complaing. How wrong he was http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 17th, 2003 11:16 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:
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Exactly ! Balancing player score was the prime reason for the seemingly counterintuative designs for colony ships and starliners. JLS obviously hoped we will read READ.ME before complaing. How wrong he was http://forum.shrapnelgames.com/images/icons/icon10.gif 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 LOL http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS November 18th, 2003 03:55 PM

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

Originally posted by QBrigid:
Maybe 95 for combat char min. I feel that 99 will reduce our role playing options.
<font size="2" face="sans-serif, arial, verdana">Agreed, 99 was just an example however.

Quote:

Originally posted by Grand Lord Vito:
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
<font size="2" face="sans-serif, arial, verdana">Agreed, I am just going to have the se4 default Cultures as the alternative to PvKs Culture Mod.

As with v3.02 and now with v4.11 most Culture values will be based on se4 Characteristic points or double points with an combined offensive and defensive value like combat, with the players feed back on the strengths and weakness of the Cultures and how the AI is perceived to be balanced in the end. http://forum.shrapnelgames.com/images/icons/icon12.gif

Reference
>Value Point Structure towards v4.11<
Production := 7
Research := 5
Intelligence := 2
Trade := 2
Space Combat := 10
Ground Combat := 2
Happiness := 3
Maintenance := 7
SY Rate := 3
Repair := 1

[ November 18, 2003, 16:56: Message edited by: JLS ]

JLS November 18th, 2003 04:04 PM

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

Originally posted by oleg:
JLS obviously hoped we will read READ.ME before complaing. How wrong he was http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 18, 2003, 14:05: Message edited by: JLS ]

Grand Lord Vito November 18th, 2003 07:30 PM

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

Originally posted by Imperator Fyron:
If you want to use ideas from Adamant, go right ahead. Just list me in the credits
<font size="2" face="sans-serif, arial, verdana">JLS I am going to combine Adamant and maybe other MODS with AIC so there AI will be more like AIC in:
Plagues
Economics
Planetary Bombardment
Finite Economics
Planet Capture
Planet defense
Tactical Fighters
Minefields
Multi-player handicapping
Improved event frequency
AIC Diplomacy

Is this ok with you and would you give me a hand with this?

[ November 18, 2003, 18:58: Message edited by: Grand Lord Vito ]

Grand Lord Vito November 18th, 2003 09:27 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 QBrigid:
Maybe 95 for combat char min. I feel that 99 will reduce our role playing options.

<font size="2" face="sans-serif, arial, verdana">Agreed, 99 was just an example however.

Quote:

Originally posted by Grand Lord Vito:
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
<font size="2" face="sans-serif, arial, verdana">Agreed, I am just going to have the se4 default Cultures as the alternative to PvKs Culture Mod.

As with v3.02 and now with v4.11 most Culture values will be based on se4 Characteristic points or double points with an combined offensive and defensive value like combat, with the players feed back on the strengths and weakness of the Cultures and how the AI is perceived to be balanced in the end. http://forum.shrapnelgames.com/images/icons/icon12.gif

Reference
>Value Point Structure towards v4.11<
Production := 7
Research := 5
Intelligence := 2
Trade := 2
Space Combat := 10
Ground Combat := 2
Happiness := 3
Maintenance := 7
SY Rate := 3
Repair := 1
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">JLS there is room to go to 90% Combat. This will allow more player tweaks http://forum.shrapnelgames.com/images/icons/icon7.gif

I may need to drive my Psyco-Berserker stats up even higher http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS November 18th, 2003 10:23 PM

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

Originally posted by Grand Lord Vito:
JLS there is room to go to 90% Combat. This will allow more player tweaks http://forum.shrapnelgames.com/images/icons/icon7.gif

I may need to drive my Psyco-Berserker stats up even higher http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">I am still working the min Char% numbers, most results will average about the same return on reductions as in default se4, but with less actual reduction http://forum.shrapnelgames.com/images/icons/icon12.gif

GLV, you are berserk enough http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 18, 2003, 20:29: Message edited by: JLS ]

JLS November 18th, 2003 11:24 PM

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

Originally posted by Grand Lord Vito:
JLS I am going to combine Adamant and maybe other MODS
Is this ok with you and would you give me a hand with this?
<font size="2" face="sans-serif, arial, verdana">Actually GLV, I am already helping Fyron a little with his Adamant mod now, perhaps after Fyron and the Adamant team are finished; I may be able to lend a hand. However, any AIC or se4 specifics question; I will be happy to answer.

In addition, I am sure Fyron can always use another hand now on the Adamant Team, and for sure you have been very instrumental with AIC over the months. Your experience would also be of value to Fyron in one capacity or another.

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

JLS

[ November 18, 2003, 21:43: Message edited by: JLS ]

deccan November 19th, 2003 11:52 AM

Re: AI Campaign => For a Challenging AI opponent
 
I recently started playing this mod in earnest. Some quibbles:

1) Some of the descriptions are off. For example, for the Light Carrier, "Large size makes base easier to hit in combat" should obviously be "ship" instead. Also, "Maneuverability decreases chance to hit targets" is a bit weird. Should be something like "Poor maneuverability decreases chance to hit targets".

It would be nice too if the description for the Engineering Section mentioned that it is regenerative armor and how much it decreases maintenance. I had to look into the text files to find out.

2) Why are there extra tech levels in fields such as Construction, Colonial Development etc. that are never used?

deccan November 19th, 2003 10:56 PM

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

Originally posted by JLS:
Thank you Deccan, consider it done.
If you wish to help with any more Descriptions please feel free, it appears your English and literary Imagination is superior to that of mine, together we can do some house keeping for the next releases

<font size="2" face="sans-serif, arial, verdana">I'll see what I can do. No need for praises though. Do you prefer that I edit the data files directly or just send you reworked descriptions?

JLS November 19th, 2003 11:17 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks please send your reworked descriptions.

JLS November 20th, 2003 02:58 AM

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

I recently started playing this mod in earnest. Some quibbles:

1) Some of the descriptions are off. For example, for the Light Carrier, "Large size makes base easier to hit in combat" should obviously be "ship" instead. Also, "Maneuverability decreases chance to hit targets" is a bit weird. Should be something like "Poor maneuverability decreases chance to hit targets".
<font size="2" face="sans-serif, arial, verdana">Typo, Thanks http://forum.shrapnelgames.com/images/icons/icon12.gif

"Poor maneuverability decreases chance to hit targets" is a finer structured sentence.

Thank you Deccan, consider it done.
If you wish to help with any more Descriptions please feel free, it appears your English and literary Imagination is superior to that of mine, together we can do some house keeping for the next releases http://forum.shrapnelgames.com/images/icons/icon7.gif
- - -

Quote:

It would be nice too if the description for the Engineering Section mentioned that it is regenerative armor and how much it decreases maintenance. I had to look into the text files to find out.
<font size="2" face="sans-serif, arial, verdana">You have a point I will look into this. However, I do not know how textbook we want to get, after all this is just the se4 titles of some actions and the need to call that action from the se4.exe so se4 can work its mathematical wizardry. Truly, in this case there is no organic regeneration happening within the components. http://forum.shrapnelgames.com/images/icons/icon12.gif
- - -

Quote:

2) Why are there extra tech levels in fields such as Construction, Colonial Development etc. that are never used?
<font size="2" face="sans-serif, arial, verdana">Every release I mix some techs and AI files up a bit for flavor, I also believe that in most, but not all techs Players do not want to memorize the absolute Tech Paths.

Ended-opened Techs have been in and discussed with AIC since the beginning and many Players like an open tech and not knowing that there maybe still a prereq out there for advancement. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 19, 2003, 15:51: Message edited by: JLS ]

deccan November 20th, 2003 04:09 AM

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

Originally posted by JLS:
You have a point I will look into this. However, I do not know how textbook we want to get, after all this is just the se4 titles of some actions and the need to call that action from the se4.exe so se4 can work its mathematical wizardry. Truly, in this case there is no organic regeneration happening within the components. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">What was the rationale behind making it regenerative armor anyway? It's so small and you can only put in one per vehicle, so it hardly seems to make a difference. I was annoyed for a while, because I somehow got it into my head that this was a "Repair 1 component per turn" component so I thought it was pretty cool and put it in all my ships.

Furthermore, I think detailed stats ought to be given whenever possible. For example, as a legacy from Proportions, the descriptions of your Point-defense weapons give the precise amount of to-hit bonus. I think this is a very good thing, and lets player decide better how to use those components as he or she likes.

deccan November 20th, 2003 10:02 AM

Re: AI Campaign => For a Challenging AI opponent
 
Suggestions only. Use or not as you wish:

For Components.txt

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">


Name := Engineering Section
Description := Ship's centralized engineering center where trained personnel coordinate maintenance and basic ship repair services.

Name := Sick Bay
Description := Ship's clinic. Provides basic medical services for the ship's personnel only.

Name := Sick Bay I
Description := Ship's medical bay. Provides medical services for the ship's personnel and emergency medical relief to friendly colonies.

Name := Ram Scoop I
Description := Collects loose hydrogen for combustion with solar energy to generate supplies for a ship.

Name := Allegiance Subverter I
Description := Psychic attack to mentally conquer the crew of the target vehicle. If the crew does not convert, it is unaffected. Will not work against Master Computers.

Name := Medical Team I
Description := Can cure and possibly prevent light medical emergencies.

Name := Medical Team II
Description := Can cure and possibly prevent moderate medical emergencies.

Name := Medical Team III
Description := Can cure and possibly prevent a medical crisis.

Name := Medical Cure IV
Description := Can cure level 4 plagues.

Name := Medical Cure V
Description := Can cure level 5 plagues.</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">For VehicleSize.txt

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Freighter
Short Name := Starliner
Description := A hull designed to transport cargo or large numbers of people and their belongings, Starliner Module is recommended for the transport of Population.


Name := Starliner
Short Name := Medium Starliner
Description := A large hull designed to transport cargo or large numbers of people and their belongings, Starliner Module is recommended for the transport of Population.

Name := Medium Transport
Short Name := Medium Transport
Description := For tasks too large for the ST.

Name := Large Transport
Short Name := Large Transport
Description := For large-scale deployments of units or to transport large amounts of supplies or cargo across long distances.

Name := Scout
Short Name := Scout
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Good maneuverability increases chance to hit targets.


Name := Escort Carrier
Short Name := Escort Carrier
Ability 3 Type := Combat To Hit Offense Minus
Ability 3 Descr := Poor maneuverability decreases chance to hit targets.

Name := Light Carrier
Short Name := Light Carrier
Ability 1 Type := Combat To Hit Defense Minus
Ability 1 Descr := Large size makes ship easier to hit in combat.

Name := TAC Fighter-S
Short Name := Sml Tactical Fighter
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Excellent maneuverability increases chance to hit enemy targets in combat.
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Small size and excellent maneuverability decreases chance of being hit by enemies.

Name := Small Fighter
Short Name := Strat Fighter Sml
Description := Fighter capable of inter-system sub-light travel.

Name := Small Satellite
Short Name := Small Satellite
Ability 1 Type := Combat To Hit Offense Minus
Ability 1 Descr := Lack of mobility increases difficulty of locking onto enemy targets.
Ability 2 Type := Combat To Hit Defense Minus
Ability 2 Descr := Lack of mobility increases chance of being hit by enemies.

Name := Resupply Space Station
Short Name := Supply Space Station
Ability 3 Type := Supply Storage
Ability 3 Descr := Immobility and large proportion of supply storage space makes this Resupply Station a poor platform for weapons.
Ability 3 Val 1 := 20000
Ability 3 Val 2 := 0</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

JLS November 20th, 2003 03:13 PM

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

Originally posted by deccan:
Suggestions only. Use or not as you wish:

For Components.txt

For VehicleSize.txt

<font size="2" face="sans-serif, arial, verdana">Thanks Deccan this is good stuff, revising v4.11 to your text descriptions now.

JLS November 20th, 2003 04:11 PM

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

What was the rationale behind making it regenerative armor anyway? It's so small and you can only put in one per vehicle, so it hardly seems to make a difference. I was annoyed for a while, because I somehow got it into my head that this was a "Repair 1 component per turn" component so I thought it was pretty cool and put it in all my ships.
<font size="2" face="sans-serif, arial, verdana">It is still a good idea to put the Engineering Section on most your ships http://forum.shrapnelgames.com/images/icons/icon12.gif and most Players really do like the AIC Engineering Section http://forum.shrapnelgames.com/images/icons/icon7.gif

The right-click for existing description.
Name := Engineering Section I
Description := Ships centralized operations center where trained personal carry out ship and tasked operational services.
Damage Resistance := 45

.Damage Control.
.Increases Ships maintenance efficiency.

Perhaps adding {combat} with damage control may be more applicable, but then again not. The engineering section also may take the initial blunt of {movement} thru some sectors, asteroids, storms, and warp points that will offer your ship damage as a toll for the right of passage.

I do like your descriptions. However “basic ship repair services” can not apply to the Engineering Section since the engineering section does not make repairs.
“Damage Control” at least as of now, seems the most applicable.

However, “basic ship repair services” makes a nice fit towards the AIC:

Name := Repair Bay Compartment I
Description := Component fits on most ship hulls and repairs other ships in space.
."Basic ship repair services" of 3 components per turn.
. Installs on any ship.
. Do to logistics, Efficiancy loss.
.Operations results in less defenses.


Quote:

Furthermore, I think detailed stats ought to be given whenever possible. For example, as a legacy from Proportions, the descriptions of your Point-defense weapons give the precise amount of to-hit bonus. I think this is a very good thing, and lets player decide better how to use those components as he or she likes.
<font size="2" face="sans-serif, arial, verdana">Agreed for the most part http://forum.shrapnelgames.com/images/icons/icon7.gif

Right-Click AIC Point defense Cannons you will notice +nn to hit there http://forum.shrapnelgames.com/images/icons/icon12.gif

AIC also goes with a –to hit on early beam and some torp weapons, perhaps a mention of “newly prototyped weapon targeting result in a -2 to-hit”.
However, the exact numbers to me still seem way to textbook, with v4.11 we have inserted for most beam weapons “~newly prototyped weapon targeting results in a slight decrease in targeting”.
AMT “~prototype results in a moderate decrease in targeting”
NS weapons "~prototype results in a moderate decrease in targeting
Etc.

AIC will have a plus to hit on most higher level beam and torpedo weapons, so I have yet to devise a descriptive phrase for the plus levels. Any ideas on a few descriptive phrases?

[ November 20, 2003, 14:24: Message edited by: JLS ]

Alneyan November 20th, 2003 04:54 PM

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

Originally posted by JLS:
AIC will have a plus to hit on most higher level beam and torpedo weapons, so I have yet to devise a descriptive phrase for the plus levels. Any ideas on a few descriptive phrases?
<font size="2" face="sans-serif, arial, verdana">A few random ideas:

"An improved firing system results in a slightly more accurate weapon." "This weapon reduced recoil when firing results in slightly more accurate attacks." For low bonuses.
"This weapon access to sensors data gives it a better accuracy than average." "Basic heat based targetting means this weapon is more likely to hit its target." For average bonuses.
"Tiny computer chips built in on this weapon makes it much more accurate." "Advanced targetting systems allow this weapon to track its target, resulting in a much improved accuracy." For the best bonuses.

Or for weapons with a rate of fire greater than one: "The delay before firing allows this weapon to be slightly/more/much more accurate than average." "The slower rate of fire allow targetting systems to calculate a slightly/more/much more precise trajectory."

Here you are. http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg November 20th, 2003 05:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs http://forum.shrapnelgames.com/images/icons/shock.gif Boring !!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Alneyan November 20th, 2003 05:41 PM

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

Originally posted by oleg:
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs http://forum.shrapnelgames.com/images/icons/shock.gif Boring !!! http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Oh, then, you could try to see if the Declare War option is really working. A war on ten fronts is an appealing prospect, isn't it? http://forum.shrapnelgames.com/images/icons/icon12.gif I tend *not* to do too much diplomacy with the AI for this reason, they are too easy to abuse for my liking. (Especially in mods other than AIC, where I can consider Non-Aggression treaties) And you don't have to fear an AI betrayal that way, if you are a paranoiac race.

Obviously, in multiplayer, it is definitively a whole different story. Here diplomacy rules as queen, or bullying and threatening, depending on your Empire. Who said I belong to the latter Category? *Smirks*

QBrigid November 20th, 2003 06:05 PM

Re: AI Campaign => For a Challenging AI opponent
 
Is the code used by deccan effecting my browser?
He will have to add some returns or just post it in text.

Fyron November 20th, 2003 06:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes, but it will only be an issue while that post is on the first page. http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid November 20th, 2003 06:15 PM

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

Originally posted by oleg:
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs http://forum.shrapnelgames.com/images/icons/shock.gif Boring !!! http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">The Violent psycos declare wars in my game.

But I think JLS has set the declare war value high for other races in the Last release so they will not commit to a full game at war but they will get very angry and break treaty negotians but there is always a chance they will become freinds much latter.

I like this approach but I tend to agree with you Oleg the Psycos should be a little more psyco http://forum.shrapnelgames.com/images/icons/icon12.gif

QBrigid November 20th, 2003 06:17 PM

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

Originally posted by Imperator Fyron:
Yes, but it will only be an issue while that post is on the first page. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Thanks Fyron, it looked a little weird http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid November 20th, 2003 06:21 PM

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

Originally posted by deccan:
Suggestions only. Use or not as you wish:

For Components.txt

For VehicleSize.txt
_____________________

Thanks Deccan this is good stuff, revising v4.11 to your text descriptions now.
<font size="2" face="sans-serif, arial, verdana">Awesome, deccan http://forum.shrapnelgames.com/images/icons/icon6.gif

[ November 20, 2003, 16:22: Message edited by: QBrigid ]

QBrigid November 20th, 2003 06:28 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:
AIC will have a plus to hit on most higher level beam and torpedo weapons, so I have yet to devise a descriptive phrase for the plus levels. Any ideas on a few descriptive phrases?

<font size="2" face="sans-serif, arial, verdana">A few random ideas:

"An improved firing system results in a slightly more accurate weapon." "This weapon reduced recoil when firing results in slightly more accurate attacks." For low bonuses.
"This weapon access to sensors data gives it a better accuracy than average." "Basic heat based targetting means this weapon is more likely to hit its target." For average bonuses.
"Tiny computer chips built in on this weapon makes it much more accurate." "Advanced targetting systems allow this weapon to track its target, resulting in a much improved accuracy." For the best bonuses.

Or for weapons with a rate of fire greater than one: "The delay before firing allows this weapon to be slightly/more/much more accurate than average." "The slower rate of fire allow targetting systems to calculate a slightly/more/much more precise trajectory."

Here you are. http://forum.shrapnelgames.com/images/icons/icon12.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">How do you guys come up with this stuff.


All times are GMT -4. The time now is 12:25 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.