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

QBrigid May 22nd, 2004 05:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
[quote]Originally posted by oleg:
Quote:

Originally posted by PsychoTechFreak:

Something else: religious talisman + the best sensor provides somewhat above 100+ % to hit chance. Isn't it the same as an "always hit" talisman, or am I wrong?
Quote:


It is not the same. SE calculates the difference between to hit plus and minus bonuses and use it for calculating the chance to hit target. Even if you have for example +200 to hit but target has -200 defence bonus, it will result in 50/50 chance to hit. If I'm not mistaken here.
<font size="2" face="sans-serif, arial, verdana">You are not mistaken Oleg. I just tested it and the vehical modifiers you are right it does apply. A religios player can get to 100+ with all top level techs and a smaller ship with top level components: Combat Bridge, Sick Bay and the religious talisman in theory and without the talisman the not so religios player can get close to 100.
For all players that would be alot of time in the research. Not to mention the defenceive stuff (ECM) and hull types of the other player you are trying to hit and like you said Oleg it could be 50/50 more or less depending on what ship you are up against.

[ May 22, 2004, 16:45: Message edited by: QBrigid ]

Grand Lord Vito May 22nd, 2004 09:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
Minefields @ 40 or 60 sounds good because the early small transport launches 2 Groups of 10 mines nicely http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS I always trade Colonizer Techs with the neutrals. They want a lot but at least they do trade. I did some numbers for a 300000 research point Colonizer type and it will take about one year @ Empire Research total of only 25k per turn. Staying at the 400000 cost works for me also.

The Hull Plating and SJ’s Armor combination is awesome, why not release it?

You raised the to-hit on the larger satellites in a past release and I like Olegs newest suggestion about raising the to-hit even more this way 50 sats will be quicker to place for the AI and us

oleg May 22nd, 2004 11:40 PM

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

Originally posted by QBrigid:
...Somebody mentioned Ancient Ruins not doing something, is just FQM or all the map types?
<font size="2" face="sans-serif, arial, verdana">I wqa talking about "dummy" ruins - those with zero tech. Before incorporating FQM such planets had all atributes of "ruins" planet. Now they are no longer listed as "special" planet and have no "ruins". It hapens on all maps and is caused by changes in stellar abilities file. Hope JLS has fixed this already.

oleg May 22nd, 2004 11:47 PM

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

Originally posted by QBrigid:
... JLS, you forgot the increased System Hospital reproduction rate, are you still going to raise that and how about another 5% is that to much, Oleg what do you think?


<font size="2" face="sans-serif, arial, verdana">I like it. Since the most population growth occurs on only one planet, HW, each 1% gives you just 2 extra people per 1 year. Increased rate on low population planets gives no benefit due to the integer round up. Surely not worth even bother building special facility if it is only 1% bonus above Cultural Centers bonus.

JLS May 23rd, 2004 12:00 AM

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

</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:
JLS, you forgot the increased System Hospital reproduction rate, are you still going to raise that and how about another 5% is that to much, Oleg what do you think?


<font size="2" face="sans-serif, arial, verdana">Reply posted by Oleg:
I like it. Since the most population growth occurs on only one planet, HW, each 1% gives you just 2 extra people per 1 year. Increased rate on low population planets gives no benefit due to the integer round up. Surely not worth even bother building special facility if it is only 1% bonus above Cultural Centers bonus.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Agreed, its in and Oleg thanks for the suggestion.

Quote:

I wqa talking about "dummy" ruins - those with zero tech. Before incorporating FQM such planets had all atributes of "ruins" planet.
<font size="2" face="sans-serif, arial, verdana">Not as many dummies as before - but there will be a few.

Quote:


I am categorically against lowing the colonizing cost !!

<font size="2" face="sans-serif, arial, verdana">This seems the overall opinion - Colonizing tech will remain at 400k http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

please adjust AI research fules - move colonizer tech up the ladder so AI will research it earlier now, in line with human player priorities.
<font size="2" face="sans-serif, arial, verdana">GLV also recommended this change due to "se4 v1.91" http://forum.shrapnelgames.com/images/icons/icon7.gif
GAS, ICE or ROCK type AI Players will take a longer in (CONNECTED) games for the second Colonizer type and with a potential delay for the third Colonizer Tech for some AI Players in (NON-Connected) games.
- more so with the rock start AI Players http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:


But I would rather get better to-hit values for satelites and limit of 50. That will make them more robust against fighters.

<font size="2" face="sans-serif, arial, verdana">Agreed - it will be so.

[ May 23, 2004, 00:06: Message edited by: JLS ]

JLS May 23rd, 2004 12:25 AM

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

Originally posted by PsychoTechFreak:

Something else: religious talisman + the best sensor provides somewhat above 100+ % to hit chance. Isn't it the same as an "always hit" talisman, or am I wrong?

<font size="2" face="sans-serif, arial, verdana">You have a point PTF, perhaps a reduction of 10 or 20 percent to the Talisman. What are the thoughts on a reduction?

[ May 22, 2004, 23:34: Message edited by: JLS ]

oleg May 23rd, 2004 12:37 AM

Re: AI Campaign => For a Challenging AI opponent
 
No ! What would be a point in chosing Religious trait then ? Only shrines ? http://forum.shrapnelgames.com/image...s/confused.gif

Besides, high level RT uses a lot of space. Other races can match it by sticking to smaller ships http://forum.shrapnelgames.com/images/icons/tongue.gif

JLS May 23rd, 2004 12:43 AM

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

Originally posted by Grand Lord Vito:
Minefields @ 40 or 60 sounds good because the early small transport launches 2 Groups of 10 mines nicely http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">I would perfer 40/Fld if this could fly with the Players http://forum.shrapnelgames.com/image...s/rolleyes.gif

Quote:

The Hull Plating and SJ’s Armor combination is awesome, why not release it?

<font size="2" face="sans-serif, arial, verdana">Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
However, lets address what we have and save the rest for the Enterprise TV Series (tm) - AIC addition.

[ May 22, 2004, 23:44: Message edited by: JLS ]

PsychoTechFreak May 23rd, 2004 05:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
[quote]Originally posted by JLS:
Quote:

..., perhaps a reduction of 10 or 20 percent to the Talisman. What are the thoughts on a reduction?
<font size="2" face="sans-serif, arial, verdana">I agree with oleg, no reduction please. I just had a wrong idea about the "to hit chances". Since there are good ecm components to counter, I think it is balanced (and the talisman takes a lot of space also).

PTF

crash52 May 24th, 2004 01:32 AM

Re: AI Campaign => For a Challenging AI opponent
 
I bought SEIV Gold quite some time ago, have played it a lot with some minor mods, and lately played seval games with the TDM mod. I just downloaded the AIC V4.11 mod and am starting to play it. Here is my question/problem. I am trying to find any explination of the changes in this mod. There was a brief readme text in the download, but there are a lot of new facilities in this one. I bet there is a post/link somewhere here that would answer all or at least most of my questions, but on a dial up connection, even reading the 91 pages of this thread is VERY time consuming. Thanks to any one who can point me in the right direction!! http://forum.shrapnelgames.com/image...s/confused.gif

Fyron May 24th, 2004 07:06 AM

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

wqa talking about "dummy" ruins - those with zero tech. Before incorporating FQM such planets had all atributes of "ruins" planet. Now they are no longer listed as "special" planet and have no "ruins". It hapens on all maps and is caused by changes in stellar abilities file. Hope JLS has fixed this already.
<font size="2" face="sans-serif, arial, verdana">The solution is to add a dummy ancient unique ruins tech area, then make sure that all dummy ruins are using the unique area number for that tech area. This will eliminate all issues of dummy ruins planets not having the icon displayed and such.

Reducing the number of dummy ruins planets reduces the fun of FQM maps...

[ May 24, 2004, 06:08: Message edited by: Imperator Fyron ]

JLS May 24th, 2004 03:14 PM

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

Originally posted by crash52:
There was a brief readme text in the download, but there are a lot of new facilities in this one.
<font size="2" face="sans-serif, arial, verdana">I must admit AI Campaign started a few years ago as a hobby - to aid the AI Player in a few Economic and tactical areas. I must say, it has become an avocation since the first public release. At some point the Players and I must put a comprehensive guide together; perhaps after this upcoming AIC Version release is in balance - after the Players beta testing and accommodations.

Although, until then: Please, review the History AIC file after you have read the existing breif how-too AIC readme.file - they both will be found in the se4\AIC Folder

JLS May 24th, 2004 04:55 PM

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

Originally posted by Grand Lord Vito:
The Hull Plating and SJ’s Armor combination is awesome, why not release it?

<font size="2" face="sans-serif, arial, verdana">A compromise GLV, QB and other AIC Players - if you will.

We can retain the entire AIC complement of PvK’s very familiar and {{{very effective}}} Armories. In addition, we can have (ONE) form similar to that of Fyrons * Adamants leaky Armor, that is to say: The Armor form that is not Emisive or have the se4 Armor ability: with its inherent principle effects of the random protection - as defined previously by Fyron.


= = =

This new AIC addition for (leaky) Armor will be inexpensive and with its very nature - random in protection. If you will for a moment, please imagine; two new components:
One with a load value of 1kt - this is the Small Bracer made of Titanium and applied to reinforce any narrow sections of the Ships bulkhead.

The other new component would be the main Bulkhead Brace with a load value of 5kt made also from the Titanium compositions and applied to reinforce the Ships bulkhead; with origins from and to be improved upon thru the Armor Tech areas. The Structure strengths has yet to be determined; however, do not expect them to be high.

JLS

* * * * * * * *
For those of you that may be unfamiliar with Imperator Fyrons Adamant Mod; Please review it, this is a well laid out and is an all encompassing and comprehensive se4 MOD. I expect, you will very much enjoy it's play, and the far reaching new standards - Adamant has achieved.

Please Visit http://adamant.spaceempires.net/ for a more detailed description.

[ May 24, 2004, 17:42: Message edited by: JLS ]

Fyron May 24th, 2004 10:02 PM

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

This new AIC addition for (leaky) Armor will be inexpensive and with its very nature - random in protection. If you will for a moment, please imagine; two new components:
One with a load value of 1kt - this is the Small Bracer made of Titanium and applied to reinforce any narrow sections of the Ships bulkhead.

The other new component would be the main Bulkhead Brace with a load value of 5kt made also from the Titanium compositions and applied to reinforce the Ships bulkhead; with origins from and to be improved upon thru the Armor Tech areas. The Structure strengths has yet to be determined; however, do not expect them to be high.
<font size="2" face="sans-serif, arial, verdana">Actually, they do need to be fairly high. They need to have at least twice as many hit points as the average "internal" components to start having any noticeable effect. Leaky armor works best when they have a lot more hit points than internals. They still leak a lot of damage through, but if they have about as many hit points as internals, they will do very little.

Also, keep in mind that Suicide Junkie, not myself, came up with the first leaky armor system for Babylon 5 Mod.

JLS May 24th, 2004 10:34 PM

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

Originally posted by Imperator Fyron:
Actually, they do need to be fairly high. They need to have at least twice as many hit points as the average "internal" components to start having any noticeable effect. Leaky armor works best when they have a lot more hit points than internals. They still leak a lot of damage through, but if they have about as many hit points as internals, they will do very little.

<font size="2" face="sans-serif, arial, verdana">Understood; however, AIC will have the usual Components with Armor and Emissive abilities (PvK Armories). This newly added Structural support component will have (no abilities) and should offset (somewhat) at a random basis from an attack.

I may not understand.
With a high Structure; would this not absorb this blow fully?

An example: Although I will equal the new Armor Brace component (structure values) to that of AIC critical Components for an assumed randomness, please refer to reference below and what are the Players thoughts?

= = = = = = = = = = = = = = = = = = = = = = = = =
Name := Bracer
Description := Smaller Titanium armor brace applied to reinforce narrow sections of the Ships bulkhead.
Pic Num := 276
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 5
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := Four Per Vehicle
General Group := Armor
Family := 1110
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := None

Name := Structural Brace
Description := Titanium armor applied to reinforce the Ships internal bulkheads.
Pic Num := 28
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 101
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := None

Name := Structural Brace I
Description := Titanium armor applied to reinforce the Ships internal bulk heads.
Pic Num := 28
Tonnage Space Taken := 5
Tonnage Structure := 15
Cost Minerals := 15
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Armor
"~"

[ May 25, 2004, 01:59: Message edited by: JLS ]

Fyron May 25th, 2004 04:53 AM

Re: AI Campaign => For a Challenging AI opponent
 
Those components would be effectively useless. Each individual component needs more hit points than average internals to even begin to have an effect. Several times as many hit points are needed to get decent protection.

Leaky armors should have more hit points than normal armors, as they do not have the hit first ability, and do not provide magic wall protection.

JLS May 25th, 2004 04:43 PM

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

Originally posted by Imperator Fyron:
Those components would be effectively useless. Each individual component needs more hit points than average internals to even begin to have an effect. Several times as many hit points are needed to get decent protection.

Leaky armors should have more hit points than normal armors, as they do not have the hit first ability, and do not provide magic wall protection.

<font size="2" face="sans-serif, arial, verdana">Understood - however, this new (1 or 5kt spaced) Brace Component is not the Primary Armor in protection for AIC - Also to say (leaky armor ) is not a true Armor per say, it is a Component with NO ability as it excludes Armored Abilities. Hence, it hangs aloft as any other Component with a chance to be stricken down by an attackers broadsides.

With PvK’s Plate, Ablative and Emissive Plate and some Racial Armory for AIC; will yield all - the first hit requirements, expected from any Armor, and that is: to receive any normal fired weapons hit, first.

However, for Players not endowed with armor skipping racial weapon or a Null Weapon and that does not solely desire to rely on Shields, due to the prospect of a combined attack that may also include the standard Shield Depleting Weapons, then - absolutely yes, (leaky armor) in general, is a viable defense - as is any High Structured Component that is low in cost: not unlike PvKs (high Structure) Shield Generator that was implemented; in part, for a defense against Engine Overloading Weapons with a dual role that also served as leaky armor - introduced in a past PvK Proportions MOD.
- - - - -

Now to question: When all armor ability is vacant from a Ship/Base or Planet - what is the determining factor for the random vulnerability of the remaining Components (internals), this I must ask. For if it is the largest Structure that may become the most logical target - then a Larger Structure would replace ARMORED abilities and become a full replacement or alternative to Armor ability - hence if true, immediately voiding all investments of an Armor Skipping dependent Race and rendering his, her, or the AI - long endured game, useless. Would you not say?

On the other hand, if the random factor is based on equality of structures, and if so - the more 20kt structured (leaky armor) would positively influence the survivability of a 20kt Engine; However, in all probability less provocative in its defense when protecting a 30kt weapon or Component - If true, would you not also agree.

In either above case or even neither - The Armored (PvK PLATE, Ablative and various other Armories) as means to defend a Ship, Unit, Base or Planet (are) readily available and that the main reason to choose a leaky Armor is to defend against an Armor Skipping Race, then - Surly I/we do not want an immediate cancellation of that Armor Skipping Races Abilities; however, a modest tool for the defender should be of no great consequence.

= = =

With a few (1 spaced) Bracer's at 5kt Structure, it may brace a small 5kt Component and certainly would add nicely to fill a Ship with four or less kt of space remaining for those that wish not to use the v5.0 1kt Boarding D Squads.

With the first basic 10kt Brace and all spaced at 5; also available at the beginning of your game, may have a slight influence for the protection of some Sensors, Bridge, Life Support and etc. And that price, it cant be a bad thing.

Level-I Brace from Armor Research one - will have 15kt and still just Basic in its nature.

Level-II Brace from Armor Research two - a few of these at 20 kt may have a fine partnership with the 20kt Engines

Level-III Brace - At 30kt, and with a few of these installed; I believe some Weapon Systems and Shields will be in very good company.

With its respective Armor Research of four a Level-IV Brace - will be 45 KT, and Level V at 50kt and the probable increase is plus 5kt thus, thru the remaining armor levels.

[ May 25, 2004, 18:23: Message edited by: JLS ]

Fyron May 25th, 2004 09:17 PM

Re: AI Campaign => For a Challenging AI opponent
 
Run some combat simulations in Adamant Mod with leaky armors to see them in action.

When determining which component is hit when there is no "armor", the algorithm is something along the lines of a proportional chance to be hit based on percentage of total sturcture (hit points) that a component has out of the total remaining structure of the ship. However, components with more hit points are slightly biased to be hit a bit more often than they would be if it were truly random. This does not mean that they will always be hit first, far from it. What it means is that they have a higher chance of being hit first than weaker components, but weaker components still have a good chance of being hit first.

This is why leaky armors need a lot more hit points per component than internals. If they have less, the internals will tend to die long before the leaky armors. If they have the same amount, the leaky armors don't really provide much protection either.

Also, leaky armors should have more hit points than other armors, otherwise they are relegated to extremely trivial components. Sure, they provide meager protection against armor skipping weapons, but if the leaky armors have low hit points, this protection is fairly non-existant.

JLS May 26th, 2004 01:42 AM

Re: AI Campaign => For a Challenging AI opponent
 
Are their any AIC players that would like to make a few neutrals for v5.0? we will need a half dozen in a few weeks.

Impulsive to friendly are required, please no Xenophobes, Violent, Psycos or Serine - with or without a Racial Trait would be fine.

[ May 26, 2004, 00:46: Message edited by: JLS ]

JLS May 26th, 2004 01:44 AM

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

Originally posted by Imperator Fyron:
Run some combat simulations in Adamant Mod with leaky armors to see them in action.

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

Kana May 26th, 2004 05:25 PM

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

Are their any AIC players that would like to make a few neutrals for v5.0? we will need a half dozen in a few weeks.
<font size="2" face="sans-serif, arial, verdana">Do you want pictures and AI? I could consider submiting one of the races I'm going to add to my SFB Mod...Of course that is if I have the time...No Promises...

Kana

JLS May 26th, 2004 08:08 PM

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

Originally posted by Kana:
Do you want pictures and AI?
<font size="2" face="sans-serif, arial, verdana">Thanks Kana http://forum.shrapnelgames.com/images/icons/icon7.gif

No pictures required.
A Gas or Ice Neutral is perfered. This way we will have a varied Colonizer Techs - for trades with the Human Players http://forum.shrapnelgames.com/images/icons/icon12.gif

If you wish to give them a Racial Trait, please refer to Neutral002 - Nultoh General File.
Otherwise, please feel free to distribute the 1500 points as you like.

Changes to date: TexRax will become an Organic Race and Kithra may become a gas Race

= = = = = = = = =
Reference From Neutral002 General File.

Opt 1 Num Characteristics := 0
Race Opt 1 Num Advanced Traits := 3
Race Opt 1 Adv Trait 1 := AI 1 (a must)
Race Opt 1 Adv Trait 2 := NEU (a must)
Race Opt 1 Adv Trait 3 := Psychic (Optional Trait)

[ May 26, 2004, 19:57: Message edited by: JLS ]

JLS May 27th, 2004 12:54 AM

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

Originally posted by oleg:
50 looks to small for satelites IMHO. Severe to-hit penalties makes satelites usefull only as missile platforms. Any half-decent AI fleet can go through 50 sat. with vert small loses. But 100 was probably too much, I agree. May be 70 ? But I would rather get better to-hit values for satelites and limit of 50. That will make them more robust against fighters.
<font size="2" face="sans-serif, arial, verdana">Agreed Oleg.
50 Satellites per field is of no help for the Neutrals, and this did not yield the Human Player much defense after 150 hundred turns at AI Low bonus.

Also agreed, for this release all Satellites will be at se4 standard to-hits.

Rollos DevNulls (Towed Missiles pods) can now be loaded to 3 per ship retaining the 5 spacing; however, with an increased supply usage - these guys on several missile frigates can really go long ways to holding a warp point.
As per your past recommendation the Towed Bombardment Missiles defense has been beefed up back to specs. Ships can now tow 2 abd with the retained the 10 spacing, also with an increased supply usage.

[ May 27, 2004, 00:57: Message edited by: JLS ]

crash52 May 28th, 2004 01:29 AM

Re: AI Campaign => For a Challenging AI opponent
 
I have a question about the Cryslonite fighters in combat. I had 5 frigates, each had basic bridge (which is slightly degrading), two Point Defense Cannons II (+25%), Combat Sensors II (+10%), 5 Contra Terrene Engine I, Life Support, Basic Quarters, 2 Solar Collectors III, and two Seeking Parasites II (I created a mini missle mount). In 30 turns of combat with Cryslonite fighters (some small & some med), none of the fighters having any ECM or anything else I could see to degrade my chance to hit, my 5 Frigates got chewed up, and I scored ZERO hits with my point defense! That's 100% miss! In an earlier game the same thing happened, but my frigates had Master Computer I, I assumed that caused it, so I restarted the same game from saved first turn. I don't see how I could have 100% miss, am I over looking something here? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif

Fyron May 28th, 2004 01:43 AM

Re: AI Campaign => For a Challenging AI opponent
 
Fighters generally have a large ECM bonus built into their hulls.

JLS May 28th, 2004 03:49 AM

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

Originally posted by crash52:
I have a question about the Cryslonite fighters in combat. I had 5 frigates, each had basic bridge (which is slightly degrading), two Point Defense Cannons II (+25%), Combat Sensors II (+10%), 5 Contra Terrene Engine I, Life Support, Basic Quarters, 2 Solar Collectors III, and two Seeking Parasites II (I created a mini missle mount). In 30 turns of combat with Cryslonite fighters (some small & some med), none of the fighters having any ECM or anything else I could see to degrade my chance to hit, my 5 Frigates got chewed up, and I scored ZERO hits with my point defense! That's 100% miss! In an earlier game the same thing happened, but my frigates had Master Computer I, I assumed that caused it, so I restarted the same game from saved first turn. I don't see how I could have 100% miss, am I over looking something here? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="sans-serif, arial, verdana">Fighters are tiny, quick and hard to hit targets. The best way to kill an enemy fighter is with your own Fighter Interceptors.
Although a Frigate with all else even, and with level 2 Combat sensor and level 2 Point defense installed; would have fair targeting:
Good maneuverability on frigates increases chance to hit targets +15
Combat Sensors II +10 with Point Defense Cannons II another +25 = Totaling a plus 50% Targeting http://forum.shrapnelgames.com/images/icons/icon12.gif

Less the poor reaction time from the master computers at -5 targeting and -20 at defensive maneuvers http://forum.shrapnelgames.com/images/icons/icon9.gif

To calculate the fantastic maneuverability of the enemy fighter, well this gets tricky depending what the fighters payload is - but it is not going to be a good match - considering that Master Computers are best installed for ships relegated to the work tasks of convoy duty and other support roles. Pilot and low level Master Computers have very slow reaction times in combat.

~Also to note that the Basic (Bridge, Crew Quarters, Life etc. Are not designed or equipped to handle any, not in the least - the necessary devices that are required in combat.
They are fine in support ships or support bases... Possably ships or bases that (only) fire guided missiles - though not in any platform with derect fired weapons.

= = = = =

You will need to counter with Fighters as soon as your adversary shows his technological advanced Fighters.
You may launch them off your Transport Decks: if fitted with fighter bays - until you get a few Carriers at the ready.
You may also equip your ships with higher levels of Combat Sensors and Point Defense Cannons that are great against missile but can land amiss against some fast fighters. In the advance engineering techs for some PD mounts or a little research with Energy Pulse Weapons will lend you a welcomed weapon and this would be the very accurate (Point - Defense Beam weapon) that is a "small mobile energy beam turrets which are used to target and destroy incoming fighters".

= = =
If you are new to AIC, you may want to set the AI Bonus at None for your first few games. This will slow the AI research down allowing you a little more time.

[ May 28, 2004, 04:23: Message edited by: JLS ]

JLS May 29th, 2004 12:20 AM

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

Originally posted by Grand Lord Vito:
Point - Defense Beam weapons get lost in the Energy Pulse techs. Do you think they should be moved into the Point-Defense weapons tech branch?

Also Fighter Carriers that rely on the intercepters to take out the incoming enemy missiles and fighters http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Good idea for the PDB - it will be less obscure with Point Defense Research.

The problem with CV’s depending on Interceptors, is that the Players will have to (ADD) the Strategy for them to prioritize what they want that Fighter to do after they consider that fighters weapons load.

Grand Lord Vito May 29th, 2004 01:53 AM

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

Originally posted by JLS:
You may also equip your ships with higher levels of Combat Sensors and Point Defense Cannons that are great against missile but can land amiss against some fast fighters. In the advance engineering techs for some PD mounts or a little research with Energy Pulse Weapons will lend you a welcomed weapon and this would be the very accurate (Point - Defense Beam weapon) that is a "small mobile energy beam turrets which are used to target and destroy incoming fighters".
<font size="2" face="sans-serif, arial, verdana">Point - Defense Beam weapons get lost in the Energy Pulse techs. Do you think they should be moved into the Point-Defense weapons tech branch?

Quote:

~Also to note that the Basic (Bridge, Crew Quarters, Life etc. Are not designed or equipped to handle any, not in the least - the necessary devices that are required in combat.
They are fine in support ships or support bases... Possably ships or bases that (only) fire guided missiles - though not in any platform with derect fired weapons.
<font size="2" face="sans-serif, arial, verdana">The basic components work great on the warp point defense missile frigates. Also Fighter Carriers that rely on the intercepters to take out the incoming enemy missiles and fighters http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 28, 2004, 13:19: Message edited by: Grand Lord Vito ]

Grand Lord Vito May 29th, 2004 01:58 AM

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

Originally posted by JLS:
Are their any AIC players that would like to make a few neutrals for v5.0? we will need a half dozen in a few weeks.

Impulsive to friendly are required, please no Xenophobes, Violent, Psycos or Serine - with or without a Racial Trait would be fine.

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

oleg May 29th, 2004 09:02 AM

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 Grand Lord Vito:
Point - Defense Beam weapons get lost in the Energy Pulse techs. Do you think they should be moved into the Point-Defense weapons tech branch?

Also Fighter Carriers that rely on the intercepters to take out the incoming enemy missiles and fighters http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Good idea for the PDB - it will be less obscure with Point Defense Research.

The problem with CV’s depending on Interceptors, is that the Players will have to (ADD) the Strategy for them to prioritize what they want that Fighter to do after they consider that fighters weapons load.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">There is a default "fighter attack" strategy for this purpose already http://forum.shrapnelgames.com/image...s/confused.gif

I like current PDB research set up and don't want meson bLaster I requirement removed. But I always like complex research net http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS May 29th, 2004 03:00 PM

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

Originally posted by oleg:
There is a default "fighter attack" strategy for this purpose already http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">Understood; however, the pure AIC Fighter Interceptor - could be designed by the Human Player with only Cannons and (no) standard anti-ship/planet weaponry. With an added Interception strategy set by the Human Player to his liking - so that the Interceptors and with the Turbo afterburners seek out Fighters, Drones, Satellites and Seeking Missiles-only.

The default Fighter Strategy - could be set for the general purpose combat role with the target Planet (off) and Fighters first; also to a Hman Players liking - as not to waist the valuable fighters to the Planets batteries.

Reserving Planet Attack with a fighter set exclusively for Planets and no other stratagems and thereby only Cluster bombs and shielding may be the only weapons load.


It depends how clever the Human players wants to involve themself with the Empire Stratagems. http://forum.shrapnelgames.com/images/icons/icon7.gif


Quote:

I like current PDB research set up and don't want meson bLaster I requirement removed. But I always like complex research net http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Agreed, a logical complexity is a must. However, new players do not find the PBD readily - or find the PDB after the enemy fighter have already done their nasty http://forum.shrapnelgames.com/images/icons/shock.gif

Perhaps Point Defense tech 2 will release an (Anti-Fighter Defense) research branch and from there the PDB can be realized.

[ May 29, 2004, 14:23: Message edited by: JLS ]

oleg May 30th, 2004 09:18 AM

Re: AI Campaign => For a Challenging AI opponent
 
There is no problem with pure interceptors as long as the assigned strategy does not check out fighters as targets. They happily zoom around and fire on all small things http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS May 31st, 2004 01:15 AM

Re: AI Campaign => For a Challenging AI opponent
 
http://forum.shrapnelgames.com/images/icons/icon10.gif I here you http://forum.shrapnelgames.com/images/icons/icon10.gif

I once made torpedo bombers with level 2 rockets, and then upgraded from level 1 and FORGOT to REASSIGN them the (torpedo strategy) that would allow them to bypass all incoming enemy fighters etc that would have been saved for the Intercepters, and just target those bloody AI Medium Transport cv Support Ships. Needless to say - my TB-2's where somewhat confused in battle.

[ May 30, 2004, 12:22: Message edited by: JLS ]

Fyron May 31st, 2004 03:17 AM

Re: AI Campaign => For a Challenging AI opponent
 
I do not believe that the facilities which are supposed to increase the chance of an event happening in a system work. You might want to remove them. See this thread, which has emails between myself and Aaron Hall, regarding the abilities Change Bad Event Chance - System and Change Bad Intel Chance - System:
*(thread link*

JLS May 31st, 2004 02:29 PM

Re: AI Campaign => For a Challenging AI opponent
 
In my correspondence with Aaron, I view a different assessment in regards to the end result of System Event modifiers, then as you may have Fyron - as such, Veneration will stay in AIC, but thank you for the link.

However, as not to confuse the communiqué in which system Event modifiers are resolved - we did not discuss the Intel result that you posted… Furthermore, your article posted March 13, 2004 13:26; as it applies to system modifiers are indeed interesting.

[ May 31, 2004, 15:15: Message edited by: JLS ]

Grand Lord Vito June 5th, 2004 03:01 PM

Re: AI Campaign => For a Challenging AI opponent
 


[ June 05, 2004, 14:14: Message edited by: Grand Lord Vito ]

Grand Lord Vito June 5th, 2004 03:12 PM

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

Originally posted by Grand Lord Vito:
JLS.

About the beta test for v5.0.. The human player economy is getting to good, it is turn 400 and I have about equal ship strength and a few less planets then most of the AI. My rads and orgs are about 2000 surplus per turn but my mineral surplus is to high about 20,000 high. At this rate I will out pace the AI?

I like the way the Computer Pilot is cheaper and is available just with Computers 1 tech.

Have you thought of adding maintenance to facilities in AIC?

I still think 3 missile pods per ship are to powerful against the AI.

Everything else is great. The neutrals trade there Colonization techs easier now but the major AI players now ask for a lot for there techs. Nice way to balance the AI to the effects the new v1.91 had on the old v4.11 AIC. http://forum.shrapnelgames.com/images/icons/icon6.gif

When do you think we will be finished? My friends are waiting to play our next LAN game

<font size="2" face="sans-serif, arial, verdana">

JLS June 5th, 2004 03:51 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by Grand Lord Vito:

Quote:

About the beta test for v5.0.. The human player economy is getting to good, it is turn 400 and I have about equal ship strength and a few less planets then most of the AI. My rads and orgs are about 2000 surplus per turn but my mineral surplus is to high about 20,000 high. At this rate I will out pace the AI?
<font size="2" face="sans-serif, arial, verdana">What is the AI bonus in your game and how is your research and Intel totals. In the AI LOW bonus - I have reduced the AI growth in the first half of a game, as compared to previous AIC releases.

Is it also possible that you are heavily invested in Mining Colonies and are you falling behind the AI in other areas? You may have more ships but are they better and can you protect them againt the AI intel and will they win the day in a fight?
Please send me your save.
Quote:

Have you thought of adding maintenance to facilities in AIC?
<font size="2" face="sans-serif, arial, verdana">I have spoken to SJ about adding some maintenance values on the AIC Debarkation Facilities and he agrees that this would be a fine addition. However, the two facilities above will be the only facilities with the addition of maintenance similar to that of the new SJ GritEcon mod as this is one of SJ's new mods signatures, and we should wait until the ink dries and well after the SJ MOD is released… Furthermore, other then the AIC Debarkation modification, the AIC economy is primarily structured already, and I see no reason to make any major Conceptual changes.
Quote:

I still think 3 missile pods per ship are to powerful against the AI.
<font size="2" face="sans-serif, arial, verdana">Perhaps... I will wait to here more from the other players.
Quote:

Everything else is great. The neutrals trade there Colonization techs easier now but the major AI players now ask for a lot for there techs. Nice way to balance the AI to the effects the new v1.91 had on the old v4.11 AIC.
<font size="2" face="sans-serif, arial, verdana">This was just a simple adjustment to the AI files to address the newest se4 game update.
I am only sorry I was unable to attend to this sooner.

[ June 05, 2004, 17:57: Message edited by: JLS ]

PsychoTechFreak June 5th, 2004 07:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
Regarding the fighter strategy discussion some Posts before:
Do we need some more pre-programmed strategies, like WP close combat strategies, planet blockades, ... what makes sense...
Similar: More fleet group formations maybe?

Or is everybody ok with the current programs, without adding own strategies?

JLS June 5th, 2004 09:03 PM

Re: AI Campaign => For a Challenging AI opponent
 
Capital idea PTF - we will put something together.
http://forum.shrapnelgames.com/images/icons/icon7.gif

PsychoTechFreak June 6th, 2004 05:00 AM

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

Originally posted by JLS:
Capital idea PTF - we will put something together.
http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">I assume Fyron would be the one to ask about this. If I would have to look into strategies, I guess I would just plagiarize from his USM (but I am not sure if every entry in this mod has proved to be true / useful).

Paul1980au June 6th, 2004 09:09 AM

Re: AI Campaign => For a Challenging AI opponent
 
I still hpe a final Version 2 is considered for SE4 to reward the fans - probably after SE5 is in the final stages though. Im sure a lot more bug fixing and final balancing and upgrades for SE4 Version 2 could be done. This would also encourage more people to buy SE5

Grand Lord Vito June 6th, 2004 03:31 PM

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

Originally posted by PsychoTechFreak:
</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:
Capital idea PTF - we will put something together.
http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">I assume Fyron would be the one to ask about this. If I would have to look into strategies, I guess I would just plagiarize from his USM (but I am not sure if every entry in this mod has proved to be true / useful). </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The default strategy file is easy to change. Fyrons Strategy mod is awesome for the stock game and a lot of players make there own strategies anyway and just save it to there Empire.

JLS will Fyrons ultimate Strategies mod break the AI.

Grand Lord Vito June 6th, 2004 03:46 PM

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

Originally posted by JLS:
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"> About the beta test for v5.0.. The human player economy is getting to good, it is turn 400 and I have about equal ship strength and a few less planets then most of the AI. My rads and orgs are about 2000 surplus per turn but my mineral surplus is to high about 20,000 high.

<font size="2" face="sans-serif, arial, verdana">What is the AI bonus in your game and how is your research and Intel totals. In the AI LOW bonus - I have reduced the AI growth in the first half of a game, as compared to previous AIC releases.

Is it also possible that you are heavily invested in Mining Colonies and are you falling behind the AI in other areas? You may have more ships but are they better and can you protect them againt the AI intel and will they win the day in a fight?
Please send me your save.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I sent you the save.
The AI is at low bonus.
I do have a lot of Mining colonies and a few intel and research. I am 4th place overall and 5th to the AI in Intel with about 10k of intel and 2nd in Reserch at 60k but I lead in total techs with 16 more then the Terrens. I have 2 wars one with Robi and the other war with Tex and I think that war was brought on by a third AI Players intel because I did not declare war and I cant see Tex wanting a war.

JLS June 6th, 2004 05:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by Grand Lord Vito:
Quote:

I sent you the save.
The AI is at low bonus.
I do have a lot of Mining colonies and a few intel and research. I am 4th place overall and 5th to the AI in Intel with about 10k of intel and 2nd in Reserch at 60k but I lead in total techs with 16 more then the Terrens. I have 2 wars one with Robi and the other war with Tex and I think that war was brought on by a third AI Players intel because I did not declare war and I cant see Tex wanting a war.
<font size="2" face="sans-serif, arial, verdana">Your Empire is in great shape GLV, it is almost two full clusters of a medium sized AIC Twisted Galaxies quadrant - Solidly defended between Black holes on both flanks.

You are a Science Temporal Race and you are indeed fortunate enough to have a large empire with many planets; however, the Terren are leading you in all decisive areas and when they are thru with the Nultah - you may be the next Terran target.

You are at Stellar Manipulations 3, if you research Tectonics 1 this will allow you to make a Warp closer and close the northern Black Hole entrance from the Terrains (AFTER ) you open an alternative warp opening to the Nultah (NOT TO LOOSE CONTACT) and furthering the distance that the Terrens must travel to attack Nultah and delaying there eventual fall as a result for Terran fuel concerns. But, once the Nultah do fall - the Terrens will use the Nultah bases to supply there ships on a probable expedition against you.

= = = =

Stellar Manipulation will indeed use up late game Mineral Surplus and you will have to budget and supplement RADS and Organics thru trade. Also do not overlook Planet Utilizations to beef up any weak resource areas.

Speaking of SM, you also can open a Warp point from the Praetorians system (out side) of your Eastern Black hole directly to the Sergeitte Colonies - I am sure this will stir things up between them and thus now possibly avoiding a direct conflict with the Praetorians and your Empire http://forum.shrapnelgames.com/images/icons/icon12.gif - Speaking of the Praetorians it would be to your best interests to build a System Warp preventing Facility in some of the adjacent but (not connected) Praetorian systems. At this stage in the game they have them and if they open a warp you will be unable to close it. (Then here may come the Sergetti if they do become friends) http://forum.shrapnelgames.com/images/icons/icon12.gif

Granted the Praetorians were nice enough to replace the Novian Star, at Sindarious - do not expect them to clear the two Nebulas in your South easter Cluster- Perhaps if you Clear them thru SM they will be kind enough to create a star for you in those System as well.
Now, once that is done; you will need Grave Plates and Cables along with a Ring World Generator and this will require more resources then you can imagine. Also to say you have NO static Defense Bases at the Black hole warp entrances, I doubt your 100 SATS will hold against any Terren or Praetorian fighter Attacks - at this stage in your game.

As you can see there is much that needs to be done or can be done - to use up resources in the latter part of the game. http://forum.shrapnelgames.com/images/icons/icon7.gif

By the way, why have you not committed yourself against the BobRobi? This fight will surly be interesting and they breath oxygen and this will complement your Carbo breathers.


Good Luck and thanks for the feed back.
Keep up the Emails http://forum.shrapnelgames.com/images/icons/icon7.gif

(PS: I saved your map - now all I have to do is to start in that cluster and give it a go)

[ June 06, 2004, 17:56: Message edited by: JLS ]

JLS June 6th, 2004 05:48 PM

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

I assume Fyron would be the one to ask about this. If I would have to look into strategies, I guess I would just plagiarize from his USM (but I am not sure if every entry in this mod has proved to be true / useful).
<font size="2" face="sans-serif, arial, verdana">Agreed PTF, Fyron USM's Default_Strategies File is well done - indeed, and (MAY) only require a few changes to accommodate AIC or a Players liking.

= = =

If players wish to use the Fyrons USM - Only paste the USM (DefaultStrategies data File) itself, in the MODS data folder.
The AIC AI should not be effected, - they will read there own Strategies that are located in there individual AIC AI Folder.

[ June 06, 2004, 17:06: Message edited by: JLS ]

Makinus June 7th, 2004 05:43 PM

Re: AI Campaign => For a Challenging AI opponent
 
Just a question: AIC AIs use the Planet Utilization facilities? especially the Mineral/Organics/Rads improving ones?

Fyron June 7th, 2004 06:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
If you want to expand the formations in AIC to be able to accomodate at least 60-70 ships (rows in the back are just fine), they can be added to USM...

JLS June 7th, 2004 06:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS June 7th, 2004 06:22 PM

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

Originally posted by Makinus:
Just a question: AIC AIs use the Planet Utilization facilities? especially the Mineral/Organics/Rads improving ones?
<font size="2" face="sans-serif, arial, verdana">No, value improvement is of little value to the AIC AI Player and it will only benefit a Human Player - if so lucky in a capture. Planet contitions are not that important to the AIC AI either.

However,it is the Religious AI Players nature (only) to improve the Planets overall value.

Thanks to the Oleg Engineering Settelment (great addition to AIC) - They WILL Change their Atmosphere http://forum.shrapnelgames.com/images/icons/shock.gif

[ June 07, 2004, 17:27: Message edited by: JLS ]


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