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Re: AI Campaign => For a Challenging AI opponent
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Existing AIC warp opened at 4ly, 6ly and 10ly at sm3 works really good in a no-warp game with most FQM and upper AIC maps. [ November 20, 2003, 16:43: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
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I read in a post that the AI will get hung up with pop transport if there are moons present. I don't care if this is true, we want FQM http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 20, 2003, 16:50: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
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I believe these... well, sentences came from playing too much and above all, having too much imagination and free time on my hands. *Smirks* |
Re: AI Campaign => For a Challenging AI opponent
You will only ever encounter a problem with HWs if you use a bad planet start. Unless, of course, JLS merged FQM into AIC improperly and did not maintain the careful allow HW settings on all of the systems in FQM. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
QB you read this in a post a few months ago, however QB you have not seen this in AIC v4. Oleg and others have made this post some time ago, I am not sure of all the details.
In all cases, the AI uses a Debarkation Depot and Transports. The AI in AIC should never have Population problems http://forum.shrapnelgames.com/images/icons/icon7.gif - - - - - Quote:
QB made no mention of a Home World Fyron, is there an issue with moons and AI transport in other applications? [ November 20, 2003, 20:00: 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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Re: AI Campaign => For a Challenging AI opponent
Welcome to the world of SE3. http://forum.shrapnelgames.com/images/icons/icon10.gif In fact, SM was so easy that it was a good tactic to go around blowing up all of your planets and building a new large one from them (no huge)! Asteroids had no "size" in SE3. http://forum.shrapnelgames.com/images/icons/icon10.gif
[ November 20, 2003, 21:43: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
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There will be only a slight Human Player advantage here http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 20, 2003, 22:45: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Actually, with AI Campaign; it is the Human Player that MUST be on its guard against the AI players Star or Planet Destroyers, http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 20, 2003, 22:32: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Existing AIC warp opened at 4ly, 6ly and 10ly at sm3 works really good in a no-warp game with most FQM and upper AIC maps. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">May be. I really not sure. Old cost was too high for current AI settings IMHO - some races would wait 200+ turns before 1st WP. Now, with low AI bonuses, EEE opens WP at turn 50 ! http://forum.shrapnelgames.com/images/icons/shock.gif May be some value in between is optimal. |
Re: AI Campaign => For a Challenging AI opponent
"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. "
Just my 2 cents but....if what your looking for is a cheaper way for the AI use stellar manip then you could go one of two routes. One, make a tech tree that is for the AI only and have certain techs (like SM) available early on. Two, make a mount (yeah I know, I AM mount happy http://forum.shrapnelgames.com/images/icons/tongue.gif ), have the stellar manip component cost a HUGE amount to begin with in resources and then make an AI mount reducing the cost, that way if humans want to use it it costs alot to build the ship itself even though the research is fairly easy.... just my 2 cents anyway...... http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: AI Campaign => For a Challenging AI opponent
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Deathstalker after this release, we would be beholden if you could spruce up the AIC comp enhancement file http://forum.shrapnelgames.com/images/icons/icon6.gif [ November 21, 2003, 00:18: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
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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 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">AI Players to commit fewer wars, and yet still be very aggressive is a goal we will obtain. As you recall with v3.02 and prior, the AI was tuned for the Human Player to have 20 to 40+ odd Star Liners plus the usual combat and support fleets. With v4.0 for the Players that have chosen starting trait option SO* now alleviates most of the need for a large Star Liner fleet and I did not want the the AI Players to find this an early weakness with Human Players ship totals. There was a need to tone down the AI politics a bit and then set to a happy medium, and this may require a few more tweaks. However, the Violent and Psychotic and even the Impulsive Races should still be true to form with the previous AIC v4.01 http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 21, 2003, 00:15: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I would like another culture added:
Gedonists !! - Close to artisans but still different: ++ to happines (obvious) + to reproduction (not sure here, kids are pain !) -- to conditions tolerance (obvious) - to ground combat (painfull business!) |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
"Deathstalker after this release, we would be beholden if you could spruce up the AIC comp enhancement file "
I would love to (as I stated much earlier) but I'm afraid of one thing and that is ruining the game. My mods have one thing in common and that is big dramatic changes. Your mod is very exact and quite complex (and thats a compliment, trust me, its obvious the time you guys have put into this....I just cut/paste and throw in some ideas and see what works...) If I did do some mounts I'd worry I'd upset some sort of balance that would throw off some players (ie, make a Robo-Miner mount and make it too easy to aquire minerals, make an engine mount and all of a sudden fuel is no longer a worry.) How about if those of you who have a little stake in the game (the modders and players) give me an idea of what could use mounts and what couldn't? The Last thing I want to do is ruin a good thing. |
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Re: AI Campaign => For a Challenging AI opponent
I would like to suggest AIC AI players to have their 'gets angry over enemy/ally colonizable planets' falsed down. This setting makes little sense and realy distrupts the political world of the AI, no matter how bad it is.
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Re: AI Campaign => For a Challenging AI opponent
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For example if the robo mounts are to productive or any other enhancement will change the balance of Solitaire, then all we have to do is keep it in AIC multiplay http://forum.shrapnelgames.com/images/icons/icon12.gif “make an engine mount and all of a sudden fuel is no longer a worry” I do not see how this is a playable enhancement if it is acquired to early in the game. However, if it is well received and is out around the same time as reactors; then why not http://forum.shrapnelgames.com/images/icons/icon6.gif In addition, we would have a starting optional trait for (Deathstalkers Comp enhancements)D-Comp for any items that are neat and fun, but may allow to many advantages over the AI. With a group of us testing with Deathstalkers lead; I know we will do good things. http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 21, 2003, 13:22: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
Taera post is right on, and is also similar to that of the v4.0 and v4.01 AI; the non-Violent and non-Psychotic races could always have a more stable attitude. Furthermore, if the Human or the Violent AI Player wants to mix it up with a relatively peaceful Player, then let the games begin.
However, as Oleg and others have mentioned the Violent races should tend to lean towards a Violent and not-so peaceful solutions to their goals and thru the frustrations, over time may pull them towards the violent means http://forum.shrapnelgames.com/images/icons/icon12.gif Psychotic races will be expected to be Psyco in all actions, more so after the first 50 turns http://forum.shrapnelgames.com/images/icons/shock.gif Aggressive Races in AIC have the AI doctrine towards colonization, (this is similar to the Human Player that desires to build Colony Ship after Colony ship to the eventual dismay of others http://forum.shrapnelgames.com/images/icons/icon12.gif and the politics and attitudes are more of a derivative from the Culture… Example: Merchant, Schemers etc, Xenophobes for the most part will take their time with treaty conceptions. However, I finally conceded to the first 50-turn option in AIC v4.0 by modifying the chance somewhat so players may explore beyond that Xenos boundaries. After the first 50 turns, the Races will loose this plus-friendly modifier http://forum.shrapnelgames.com/images/icons/icon12.gif This is somewhat ok. However, the main draw back is the Amonkrie; this is an Honorable race, so once in agreements, it is tough for them to morally break a treaty. Some players have expressed their desire to loose the first 50 modifier on the Xenos? But this may lead to in game road blocks. Renegades when in the right situation will require tributes to remain in their good graces and should not be trusted. Schemers never can be trusted. Warriors are a balance between Honorable and Violent. Politicians, Traders and Merchants desire Trade, Research and refueling privileges and may ask for partnerships more then any other race. Impulsive also will require the setting to exasperate some impulsive actions as break treaties etc. and a closer declare war trigger that may be their downfall in the end, as is in the real world with impulsive leaders that have always brought calamity to their civilization. The AI settings file along with anger and the final Political file are perfect tools for setting the trim. Traits, Cultures, Demanor and the Race designers notes are all part of that AI's makeup http://forum.shrapnelgames.com/images/icons/icon7.gif = = = = = = = = Also to say, your next AIC game the AI with the possible exception of the Psychotic Races, will in all probability not display the same attitudes from the AI inter-politics thru-out; as your Last encounter http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 21, 2003, 15:04: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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AI Campaign V4.11 ~ November 21, 2003 ================================ Features Fyron’s FQM add-on ~Fyron, Pathfinder, QB CONCEPTUAL: Reduced Repair Component upkeep for Multiplayer option. COMPONENTS: Improved accuracy for many (high level) beam and torpedo weapons ~Oleg, GLV Medical Teams II at Med tech 1 ~Oleg Added (tiny) Planet creator ~QB Gosho Mladenoff suggested Devnull additions: Sprint Missile ~Rollo and Devnull Mod, GM Missile Pods ~Rollo and Devnull Mod, GM Heavy Bombardment Missile ~Rollo and Devnull Mod, GM TECH: Raised Stellar Manipulations Tech Cost Reduced Colonizer Tech Research ~QB Added External Mount Missile Weapons ~GM, Rollo VEHICALS: Orbital Resource extraction Station NOTES: Many much improved item descriptions ~Deccan Human Player Empire files for all races. AI Player Empires files are in the Extras folder. Orbital Resource Station will probably be just in Multiplayer Resupply Base although unlikely, also may be moved to multiplayer Most AI general files completed. Some beta AI player tweaks for FQM add-on. Gosho Mladenoff is presently testing new AIC designs that may be ready for the next release. Other players are contributing new Components and Facility designs. We will hold off on the AI design and research tweaks until the new designs are finished and tested. - - - - - - - - - - - - - - - - - - - - - - - - - AIC v4.11 complete with FQM add-on = 4.67 MB AIC v4.11 upgrade files with FQM add-on = 1.25 MB = = = = = = = = = = = = = = = = ((> ALL AIC DOWNLOADS <)) = = = = = = = = = = = = = = = = [ November 22, 2003, 04:53: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
AIC v4.11 Notes:
What is supplied with the initial AIC v4.11 download, is a lite image folder that consists of about a dozen FQM nebula images, Nova and black hole. A separate optional add-on download for the complete 70+meg FQM images will be available for download at the AI Campaign web site next week. This will be an automatic AIC install. FQM included will be: All 34 nebulas All 4 novas Black hole 3 Starmap optional - - - New Devnull Missile Systems and the new AIC Orbital Resource extraction Station will need to be tested and tweaked to the players liking. [ November 22, 2003, 00:25: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
GM did a real nice job with the initial Missile set.
Some how I messed up the initial upload of the Bombardment Missile, there is a 52k Component upgrade file at the site below. This file will NOT break a v4.11 saved game; this file will be constantly updated as tweaks and other items are added. http://forum.shrapnelgames.com/images/icons/icon12.gif ((> AIC 4.11a Missiles <)) JLS [ November 22, 2003, 06:33: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks !!!
FQM-sparse is a joy ! So many asteroids, so loittle time http://forum.shrapnelgames.com/images/icons/icon7.gif I think Drushoka is in big trouble however - moons with atmospheres kills the advantage of atmosp-none. Restricted planetary expl finishes them off http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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I will have a few replacement AI players in the near future http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 22, 2003, 07:43: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Take a closer look at the anger file. This one, i believe, is fairly expansive to allow different types of races.
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Re: AI Campaign => For a Challenging AI opponent
All towed Missiles have a structure with less then 10kt as not to be an armored distraction from actual in-ship damage http://forum.shrapnelgames.com/images/icons/icon12.gif
The bombardment missile was released as a towed Missile with a tonnage of 20kt and the Missile Pods has a 10kt Tonnage and use none of the Ships supply. ((> AIC 4.11a Missiles <)) If it is desired to raise the Bombardment missile to 100kt tonnage with less restrictions. However, I was under the impression there was a heavy Missiles still in the works, GM http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif - - - - Quote:
[ November 22, 2003, 16:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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I really would like to see higher seeker damage resistance for rhese one-shot missile. Otherwise they are useless, especially in strategic combat - AI is hopeless http://forum.shrapnelgames.com/images/icons/icon7.gif Two-per ship limits the abuse of bombardment missiles anyway. |
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I must admit, I have been tempted to increase the Per Attack Location to 2 and a few Psychos too 3. The Psychos in AIC are currently 2. However, if we set the other races too 2; this may tend to draw them into conflicts with the other AI Players early, and then loose some focus on the Human Players http://forum.shrapnelgames.com/images/icons/icon12.gif = = = Other then: Per Attack Location, Per No Treaty Ship, Per Ally, Per Enemy Ship. Minimum Anger, Regular Decrease, Mega Evil Empire. Intelligence Against Us and the 6 Combat with the player results. The remaining anger values are primarily message driven. REFERENCE se4 AI anger file </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Per Attack Location := 2 Per No Treaty Ship := 0 Per Ally Ship := 0 Per Enemy Ship := 0 . Minimum Anger := 0 Regular Decrease := -3 Mega Evil Empire := 50 . Combat Attacking Won := 3 Combat Attacking Lost := 10 Combat Attacking Stalemate := 0 Combat Defending Won := 3 Combat Defending Lost := 15 Combat Defending Stalemate := 0 . Intelligence Against Us := 5 . Receive General Message := 0 Receive Propose Treaty := 0 Receive Accept Treaty := -3 Receive Refuse Treaty := 10 Receive Offer Counter Treaty Proposal := 0 Receive Break Treaty := 10 Receive Declare War := 20 Receive Propose Trade := 0 Receive Accept Trade := 0 Receive Refuse Trade := 5 Receive Offer Counter Trade Proposal := 0 Receive Give Gift := -3 Receive Accept Gift := 0 Receive Refuse Gift := 5 Receive Offer Tribute := -3 Receive Accept Tribute := 0 Receive Refuse Tribute := 5 Receive Want a gift := 10 Receive Want a tribute := 10 Receive Demand your surrender := 20 Receive Remove your ships from system := 5 Receive Remove your colonies from system := 5 Receive Leave planet := 5 Receive Stop hostile actions against empire := 5 Receive Break treaty with empire := 5 Receive Declare war on empire := 0 Receive Make peace with empire := 0 Receive Support us against another empire := 0 Receive Attack empire in system := 0 Receive Attack planet := 0 Receive Stop espionage activities := 0 Receive Stop sabotage activities := 0 Receive Stop attacks in system := 0 Receive Surrender := 10 Receive Grant independence to colony := -5 Receive Demand / Request / Warn := 0 Receive Accept Demand/Request := -5 Receive Refuse Demand/Request := 5 </pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> [ November 22, 2003, 17:26: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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A Light missile system designed to maximize rate of fire. Weapon Seeker Dmg Res := 3, 4, 5, 5, 6 AIC pre v4.11 Light Missile System Weapon Seeker Dmg Res := 4, 5, 6, 7, 8 AIC v4.11 Missile Rack Light Missile system designed to maximize rate of fire. Weapon Seeker Dmg Res := 2, 2, 3, 3, 3, The current Missile package values are presented with the consideration to the advent of the new Sprint and other Missiles. In addition, it may be wise to err in caution. After some in-game saturation tests we will rework the numbaers http://forum.shrapnelgames.com/images/icons/icon12.gif Agreed Oleg, the Terran AI Players current design may require more Missile Racks with some new Sprint Missiles to saturate the target areas Point defense. Moreover, this will be so; when you guys have all the Missile designs tweaked for their tasks http://forum.shrapnelgames.com/images/icons/icon7.gif Please consider the eventual total Missile package and how they may complement each other, and we must try not to make any one system a clear use all System, IMO. [ November 22, 2003, 16:31: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I am concern about heavy one-shot missiles like bombardment missiles. They MUST have strong resistance. From my experience, the first round of missile fire rarely reach target - fleets are compact, PD is not distracted by fighters or light missiles. Also, there is no guarantee whatsoever strategic AI will target ships that could be reach in the end. Most earlier misslies salvos are wasted IMHO. Heavy external missiles MUST have heavy resistance to be of any use IMHO.
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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
Mostly very minor tweaks Fyron, nothing that really is worth highlighting.I need much more familiarity of the AIC AI’s perception of the FQM quads and then lock into some hard changes.
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Re: AI Campaign => For a Challenging AI opponent
About apparently missed Posts: did you read the few phrases I thought of about bonuses to accuracy? You didn't reply to these suggestions, was it a mere overlook or you simply don't like these? http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Alneyan, I new I would not get this past you http://forum.shrapnelgames.com/images/icons/icon10.gif
I really did not want to add too much to the descriptions so I have a bogus ability set up for just this with a R-Click and just yours and deccans phrases. However, I decided to hold off until the next release, with all the Component testing next month. [ November 22, 2003, 16:49: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I see JLS. http://forum.shrapnelgames.com/images/icons/icon7.gif Don't worry, I am not watching you, but merely... erh... ensuring that no post is missed. *Smirks* *Checks if the prone-to-be-discovered probe is working fine, and if the other transparent-near-impossible-to-detect probe is also working and chuckles* http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
It is generally a bad idea to leave vague descriptions on components and facilities... it is a very simple procedure to just open up the text files and look at the exact values anyways. Save the hassle and just tell us what they do in the descriptions! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Agreed Fyron. However, there are some Weapons with existing lengthy defined descriptions, it may be best to have the new weapon’s phrases and or comments in the Right click screen.
A matter of preference for the most part http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 22, 2003, 17:02: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Well ability tags are part of the overall description I was refering too... http://forum.shrapnelgames.com/images/icons/icon12.gif That is the best place for the descriptions of abilities (as well as to hit bonuses and penalties, which should ALWAYS without fail be mentioned).
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Re: AI Campaign => For a Challenging AI opponent
Then we agree for the most part. http://forum.shrapnelgames.com/images/icons/icon7.gif
However, I do not want to be too textbook with exact absolute discriptive equations in AIC and since this is just a number that is further modified, many feel "This newly Protyped weapon will have a slight decrease in weapons accuracy." is just as appropriate as "-2 to hit." [ November 22, 2003, 17:15: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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(Eee warped in 6.7 years) And the AI is doing VERY WELL in no-warp with FQM http://forum.shrapnelgames.com/images/icons/icon7.gif - - - - After about 150 or so turns I plan on testing (actually playing) a large amount if not most the Major AI Players plus only Kithra. In a very congested FQM quad environment. Then start tweaking the v4.11 AI from there, then repeat from the first starting save, tweak and then repeat again and pass along any and all AI file changes. [ November 22, 2003, 18:34: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
Perhaps Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif
And to consider nothing will be carved in stone http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 22, 2003, 17:55: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Ah, but the to hit modifiers are carved in stone. It is a hassle to have to check the data files just to see what the to hit bonuses from a weapon are.
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Re: AI Campaign => For a Challenging AI opponent
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In addition, that this one to-hit value is only part of a total multitude of modified values, that in the end; most players may not have this known absolute executed value, in any one given situation http://forum.shrapnelgames.com/images/icons/icon12.gif Your point is of academics and is of coarse a valid point to reinforce your preference http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 22, 2003, 18:28: Message edited by: JLS ] |
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