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

Fyron June 7th, 2004 06:27 PM

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

Originally posted by JLS:
Thanks Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">I should also point out that, once added to USM, they can be readded to AIC, along with all of the other formations. http://forum.shrapnelgames.com/images/icons/icon12.gif

Grand Lord Vito June 10th, 2004 01:59 AM

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

Originally posted by JLS:

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.

<font size="2" face="sans-serif, arial, verdana">Sure as if you diddnt already know.
I have to pay tribute of a few thousand resources every 10 turns or so to keep he damm Praetorians amiable to me. They were starting to want more and frequent every time a started a new Colony just to keep them warm.

Your stellar manipulation suggestion worked. I opened a warp point from the Praetorians home system to the Seregetti system and soon the Sergetti lost all its colonies in that system. Ther now at war http://forum.shrapnelgames.com/images/icons/icon10.gif and my Fleets can now end this dreadful defensive waiting game with the Praetorians and cruise on wipe the Robi (slaves for the Dell Empire).
Why dont I just close the Nultah Home System warp to my area and be rid of the Terran threat altogether?

Grand Lord Vito June 10th, 2004 04:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS I dont know about everybody else but it looks great, go ahead and release it.

Although I would take another look at the Psychic Race, they were tooo powerful as is. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS June 11th, 2004 12:24 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks GLV - AIC still needs a little more testing. General consensus is that the small 1kt bracer is a wash, do not expect it to be in the release. The starting 5kt bracer will be 20 then with a 5 structure increase from each armor level. This should yield some protection against Armor Skipping races and the Torpedoes launched from Fighters. Another thing that is great about SJ’s Armor - it can give a good deal of protection and with out totally nullifying (skip armor) completely.

I understood your concerns and we are revising the v4.11 Psychic Trait for less advantages when playing multiplayer.

Grand Lord Vito June 14th, 2004 08:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
I didnt think ot the Torpedoes, good point.

So how bout it, where is AIC 5.00? http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS June 14th, 2004 09:44 PM

Re: AI Campaign => For a Challenging AI opponent
 
Soon.

I am working with QB on the Psychic trait rebalance and with Oleg on some late game AI advantages.

JLS June 18th, 2004 07:39 PM

Re: AI Campaign => For a Challenging AI opponent
 
================================================== =======
Version History for AI Campaign v4.191 ~ June 18, 2004
================================================== =======

Updated for SPACE EMPIRES IV newest Version ~(v1.91)

CONCEPTUAL:
AI Players Economic and Infrastructure delayed.
AI Balance adjusted to be little more advantages towards the Human Players.
Added Base Space Yards for MultiPlayer option at an increased rate.

COMPONENTS:
Removed Limits on most Armor ~ PTF
Added a smaller Version of Leaky Armor ~ SJ
Revised Psychic Racial Trait ~ QB

RACEs:
FRACTALIAN RACE STYLE ~ Ed Kolis
Neutral Images from Custom Race Portraits at jdtaylor.home.mindspring.com

TECH:
Shuffled and added a few.

VEHICALS:
Lowered Starliner Costs 40 to 60% ~ Oleg

QUAD MAPs:
New Default {Starter map} - Based on Fyrons Balanced Quad map.

NOTES:
Many tweaks and a few surprises

[ June 18, 2004, 19:54: Message edited by: JLS ]

Grand Lord Vito June 19th, 2004 12:32 AM

Re: AI Campaign => For a Challenging AI opponent
 
Finely the next AIC is out. I thought we were going to have another LAN Imperialism 2 this weekend.

Ed Kolis June 19th, 2004 02:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
I finally got around to playing AIC for the first time, now that my Fractalian race is in (too bad their shipset isn't http://forum.shrapnelgames.com/images/icons/icon9.gif ) and now I have some...

COMMENTS

OF

DOOM!!!!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

The Faith Shrine -20 says it only reduces chance of bad events by 15%

The Colonial Settlement uses kT of resources to mean 1000 units for the storage ability and 1 unit for the imperial trade ability!

The starliner and freighter portraits are TOO BIG!

Where is this "small transport mount" referenced in certain components (like Space Yard Ship)?

How about adding in the Ultimate Strategies mod?

How about using the fighter engine pics for the efficient engines so we can tell them apart?

Why don't Supply Compartments and Cargo Compartments count as cargo space?

Intelligence Sabotage 2 has the same tech req as Intelligence Sabotage 1... and why don't intel projects use roman numerals?

JLS June 19th, 2004 03:06 AM

Re: AI Campaign => For a Challenging AI opponent
 
<font size="2" face="sans-serif, arial, verdana">Typo on the Faith Shrine description, fixed at 20%

Agreed, I will recheck the KT standardization of descriptions.

I have yet to have the time to make ALL the Starliners and other non-se4 ships Images that closely resemble each race - so I offered what I had. I will probably do this for se5 AIC.

A reference for Stellar manipulation mounts for those that would fit on a Transport.
However, I will also make the reference for the Space Yard Ship, thanks.

Not all Players want USM pre-installed - I am told "to many choices and their personal Srats will be way down the bottom of the list", I did offer the Interceptor strategy as requested by a few players, plus in the (design example existing Empire choice) are some examples for new AIC players on some ships designs and empire strategies that are specific to AIC.

AI Campaign fighters do not have the efficient engine component, they are designed for Tactical or Strategic movement and for optional afterburners.

I did not want the small Supply Compartments to contribute to the overall cargo of a Transport hull Tankers, it must use the 20kt (Supply Storage component) value to fill the Hulls quota.

Thanks, I will revisit the AIC Psychic Intel file and set Sabotage 2 req.

= = = = = = = == = = =
Good stuff Ed, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 19, 2004, 03:03: Message edited by: JLS ]

Ed Kolis June 19th, 2004 04:14 AM

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

Originally posted by JLS:
Typo on the Faith Shrine description, fixed at 20%
I have yet to have the time to make ALL the Starliners and other non-se4 ships Images that closely resemble each race - so I offered what I had. I will probably do this for se5 AIC.

<font size="2" face="sans-serif, arial, verdana">Why not just scale them down to 128x128? I just meant the bitmaps were too big, not the ships themselves http://forum.shrapnelgames.com/images/icons/icon7.gif


Quote:

AI Campaign fighters do not have the efficient engine component, they are designed for Tactical or Strategic movement and for optional afterburners.
<font size="2" face="sans-serif, arial, verdana">

No, I just mean, use the fighter engine *pictures* for the efficient engines, since those pics are unused on ships, to differnetiate the two types of ship engines. http://forum.shrapnelgames.com/images/icons/icon10.gif

Quote:

I did not want the small Supply Compartments to contribute to the overall cargo of a Transport hull Tankers, it must use the 20kt (Supply Storage component) value to fill the Hulls quota.
<font size="2" face="sans-serif, arial, verdana">What about the smaller cargo containers?

JLS June 19th, 2004 03:26 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by Ed Kolis:

Quote:

Why not just scale them down to 128x128? I just meant the bitmaps were too big, not the ships themselves
<font size="2" face="sans-serif, arial, verdana">Understood, I have used these Starliners for a few years and like the way these look, however... http://forum.shrapnelgames.com/images/icons/icon7.gif

A few players have (now) http://forum.shrapnelgames.com/images/icons/icon12.gif offered some new Starliner Pics that they use in their AIC game - we will release them soon.

As I said the best way to do this is to take a snap shot of an Abbidon (image style) class ship for example… and then reshape it a bit and reclassify that new hull pic to the needed AIC class; then move onto the next race, etc…
as I said we do have are priorities http://forum.shrapnelgames.com/images/icons/icon7.gif and this will take time - and I/we, will get to it.

Quote:

No, I just mean, use the fighter engine *pictures* for the efficient engines, since those pics are unused on ships, to differnetiate the two types of ship engines.
<font size="2" face="sans-serif, arial, verdana">Perhaps I am misunderstanding you.

One fighter engine serves the purpose of both AIC Tactical and Strategic movement, there is no need for extra pics.
With AIC, preventing a fighter from sector movement is done best in the fighter HULL http://forum.shrapnelgames.com/images/icons/icon12.gif
In this way the AIC Tactical Fighter will only move, and then with NO attack options possible - when it is very low on fuel http://forum.shrapnelgames.com/images/icons/icon12.gif

Strategic Fighter hull has the sector movement that is in relationship to its hull size, as such the larger AIC Strategic Fighters will have less movement; Hence are less likely to intercept an Enemy fleet when large Fighters are launched from your Colony http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

What about the smaller cargo containers?
<font size="2" face="sans-serif, arial, verdana">Ed, the Smaller Cargo Containers do have Cargo ability (12 and 25 respectively).

[ June 19, 2004, 16:40: Message edited by: JLS ]

Ed Kolis June 19th, 2004 06:54 PM

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

Originally posted by JLS:
Perhaps I am misunderstanding you.

<font size="2" face="sans-serif, arial, verdana">Yes, you are. http://forum.shrapnelgames.com/images/icons/tongue.gif
I'm not talking about fighters at all - I'm talking about efficient engines. I'm just suggesting they use the same PICTURE that fighter engines do (at least stock fighter engines - I've never built fighters in AIC), so we can tell them apart from regular engines just by glancing at a design http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Ed, the Smaller Cargo Containers do have Cargo ability (12 and 25 respectively).
<font size="2" face="sans-serif, arial, verdana">Oh. DUH! http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito June 19th, 2004 08:27 PM

Re: AI Campaign => For a Challenging AI opponent
 
I also have some Star Liner pics for AIC, I will mail them to you.

FYI, the LAN group loves the upgrade and we decided to play tomorrow also instead of waiting until next Saturday.

[ June 19, 2004, 19:43: Message edited by: Grand Lord Vito ]

Grand Lord Vito June 19th, 2004 08:44 PM

Re: AI Campaign => For a Challenging AI opponent
 
I LIKE EDs suggestion JLS http://forum.shrapnelgames.com/images/icons/icon6.gif
He is talking about them for the ship engines you dummy http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron June 19th, 2004 09:20 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, the starliner pictures are 200 by 200 pixels. This is wrong. They need to be 128 by 128. It is a waste of file space.

Also, there is no need to include the same images in every race folder. The Race Generic folder is a far, far better place to put the generic Starliner images. Again, this is a big waste of space.

[ June 19, 2004, 20:24: Message edited by: Imperator Fyron ]

JLS June 20th, 2004 01:51 AM

Re: AI Campaign => For a Challenging AI opponent
 
Good point Fyron.

Perhaps its time now to do the individual required hull class Images for each se4 race, so this space would not be wasted http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS June 20th, 2004 01:55 AM

Re: AI Campaign => For a Challenging AI opponent
 
Sorry for the misunderstanding about efficient engines, Ed - this is a CAPITAL suggestion and consider it done http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 20, 2004, 01:04: Message edited by: JLS ]

QBrigid June 20th, 2004 05:30 AM

Re: AI Campaign => For a Challenging AI opponent
 
Does FQM have the Rock Planets close to the sun followed by GAS and ICE?

I read Captain Kwoks post and I think this would be neat and very realistic.

[ June 20, 2004, 04:35: Message edited by: QBrigid ]

QBrigid June 20th, 2004 05:32 AM

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

Originally posted by JLS:
Originally posted by Ed Kolis:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
Why not just scale them down to 128x128? I just meant the bitmaps were too big, not the ships themselves

<font size="2" face="sans-serif, arial, verdana">Understood, I have used these Starliners for a few years and like the way these look, however... http://forum.shrapnelgames.com/images/icons/icon7.gif

A few players have (now) http://forum.shrapnelgames.com/images/icons/icon12.gif offered some new Starliner Pics that they use in their AIC game - we will release them soon.

As I said the best way to do this is to take a snap shot of an Abbidon (image style) class ship for example… and then reshape it a bit and reclassify that new hull pic to the needed AIC class; then move onto the next race, etc…
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I would like to help with the new AIC Ship sets http://forum.shrapnelgames.com/images/icons/icon6.gif and I also have some starliner pics for you.

[ June 20, 2004, 04:57: Message edited by: QBrigid ]

Fyron June 20th, 2004 06:55 PM

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

Originally posted by QBrigid:
Does FQM have the Rock Planets close to the sun followed by GAS and ICE?
<font size="2" face="sans-serif, arial, verdana">No.

Captain Kwok June 20th, 2004 10:10 PM

Re: AI Campaign => For a Challenging AI opponent
 
Fyron likes to keep things completely random.

I like random too, but mixed in with a bit of realistic items, as long as you don't hurt game play.

The system types I've designed so far for Space Food Empires are generally similar to our type of solar system. You have rock-based planets occupying the inner rings (2-3, rarely 4), with a few ice-based planets in the middle rings (rarely 3, usually 4), and Gas Giants in the outer rings (sometimes 4, mostly 5-7), and again a few ice-based planets in the fringes. Moons are also divided between ice and rock, with ice being more prevalent to make up any shortages.

However, I always throw in a few oddball systems to mix things up. Sometimes I'll have a big gas giant planet near the star as we tend to find in extra solar systems today. Of course, binary and trinary systems are free for alls and I almost always use random types all the way here.

A key consideration is to make sure you try and keep at least 2 of the entries "Any" to get an extraordinary amount of variety. The only time I don't follow that is when I have planets with moons, I make sure the planet will always be larger than the moon.

I like having asteroids too, but not nearly as much as some quadrants in FQM. I usually make partially filled asteroid belts in rings that have few planets. Perhaps I do this to simulate pulverized planets or perhaps I do it because a planet just failed to form there. Most of my asteroids are found in rings 3 and 4, but not always.

I think in Space Food Empires, I've made 35 single star system types alone ranging from 3-10 planets each under this system. Throw in another 10 system types for binary, and 5 more for trinary - and that's a lot of systems that have planets. In a large galaxy, you might only get 3 or 4 of the same system types.

JLS June 21st, 2004 01:52 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks for the Ship sets guys.
The TDM RAGE sml, med and large Transports was by far the most favored Starliner pics.

If possible, please attach the sets designer and/or where you received them, if they are to be placed in the AIC image folder, in this way - the proper permissions and credit is issued.
- - -

Trooper has offered AIC the use of his STARSHIP set and this will make a fine Generic set for all the needed Hull classes, until the individual Space Empires race images are completed.

Thanks Trooper - this is an outstanding image set http://forum.shrapnelgames.com/images/icons/icon7.gif

= = = = =
Quote:

Originally posted by QBrigid:
Does FQM have the Rock Planets close to the sun followed by GAS and ICE?

I read Captain Kwoks post and I think this would be neat and very realistic.
<font size="2" face="sans-serif, arial, verdana">I am unsure of Fyrons directions for his FQM mod (As a courtesy, perhaps you should PM him and ask). Agreed, the Captains Solar System layout plan - is indeed very realistic.
- - -
Thank you QB, I can use the help with the se4 sets. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 20, 2004, 15:16: Message edited by: JLS ]

QBrigid June 21st, 2004 02:26 PM

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

Originally posted by Captain Kwok:

A key consideration is to make sure you try and keep at least 2 of the entries "Any" to get an extraordinary amount of variety. The only time I don't follow that is when I have planets with moons, I make sure the planet will always be larger than the moon.

I like having asteroids too, but not nearly as much as some quadrants in FQM. I usually make partially filled asteroid belts in rings that have few planets. Perhaps I do this to simulate pulverized planets or perhaps I do it because a planet just failed to form there. Most of my asteroids are found in rings 3 and 4, but not always.

I think in Space Food Empires, I've made 35 single star system types alone ranging from 3-10 planets each under this system. Throw in another 10 system types for binary, and 5 more for trinary - and that's a lot of systems that have planets. In a large galaxy, you might only get 3 or 4 of the same system types.

<font size="2" face="sans-serif, arial, verdana">JLS you should keep the FQM for the Players and follow Captain Kwoks lead and add more new maps that was described.

QBrigid June 21st, 2004 02:31 PM

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

Thanks, I will revisit the AIC Psychic Intel file and set Sabotage 2 req.
<font size="2" face="sans-serif, arial, verdana">JLS noticed you stopped the AI from using the intel project change orders?

solops June 21st, 2004 02:49 PM

Re: AI Campaign => For a Challenging AI opponent
 
The download for 4.191 does not work for me. Anyone else having problems?

QBrigid June 21st, 2004 02:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
It works fine for me. I am over 150 turns in a no warps game so far so great http://forum.shrapnelgames.com/images/icons/icon7.gif

What is happening to your game?

JLS June 21st, 2004 04:04 PM

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

Originally posted by solops:
The download for 4.191 does not work for me. Anyone else having problems?
<font size="2" face="sans-serif, arial, verdana">Thanks Solops, I am checking into it.
Sorry for any inconvenience.

JLS

[ June 21, 2004, 15:06: Message edited by: JLS ]

JLS June 21st, 2004 04:26 PM

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

noticed you stopped the AI from using the intel project change orders?
<font size="2" face="sans-serif, arial, verdana">Yes.
It did the AI little good and it was annoying having to reroute my ships when I was hit.

Human Players can use the project still http://forum.shrapnelgames.com/images/icons/icon12.gif
- - -

Quote:

JLS you should keep the FQM for the Players and follow Captain Kwoks lead and add more new maps that was described.
<font size="2" face="sans-serif, arial, verdana">Absolutely, FQM stays - no one needs me to post that FQM offers an aspect to se4 of both realism and the ability for players to enjoy Astro Mining on a grand scale.

= = =
QB, I understand you do not like many Asteroids in your game; however, other Players do.
Please. Choose a non-FQM map if you wish fewer Asteroids. http://forum.shrapnelgames.com/images/icons/icon7.gif
For a not connected game I would suggest for you - the (Default Starter map, or any of the top Galaxies maps) http://forum.shrapnelgames.com/images/icons/icon12.gif

I would be pleased to contact the Captain on the feasibility of his Solar System layouts to be used with AIC; although, perhaps it would be best to wait until he has finished his mod. Would you not agree?

[ June 21, 2004, 15:59: Message edited by: JLS ]

solops June 21st, 2004 05:00 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 solops:
The download for 4.191 does not work for me. Anyone else having problems?

<font size="2" face="sans-serif, arial, verdana">Thanks Solops, I am checking into it.
Sorry for any inconvenience.

JLS
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I finally got the download via the link at Spacempires.net rather than the one in this thread.

Wierd.

JLS June 21st, 2004 05:17 PM

Re: AI Campaign => For a Challenging AI opponent
 
I hope you completed the DownLoad http://forum.shrapnelgames.com/images/icons/icon10.gif
I just NOW - shut down the site http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron June 21st, 2004 06:48 PM

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

QB, I understand you do not like many Asteroids in your game; however, other Players do.
Please. Choose a non-FQM map if you wish fewer Asteroids. [Smile]
<font size="2" face="sans-serif, arial, verdana">Did you not include the Mid-life No AST quadrants? If you did, players can play on those. There are very few systems in such maps with large numbers of asteroids (most have 2).

Grand Lord Vito June 21st, 2004 08:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
Fyron.
I think JLS kept the standard maps and original AIC maps and they have only one or two asteroids. And used only your FQM asteroid circle, the Ancients and the dangerous warp points.

I usualy play Finite and I get the most out your FQM http://forum.shrapnelgames.com/images/icons/icon6.gif


JLS suggested those maps to QB because playing a not connected game in AIC. The Cluster and the Spiral maps play better in no warp because the systems tend to be alot closer and the JLS starts the players out earlier then stock se4 with a 4LY warp opener and this will catch most adjacent systems within a Cluster http://forum.shrapnelgames.com/images/icons/icon12.gif but not enough to get to another Cluster. http://forum.shrapnelgames.com/images/icons/icon6.gif You need to research more SM to do that.

But the other maps and the standard se4 warp openers are the same as stock but the warp openers are cheaper.

[ June 21, 2004, 19:33: Message edited by: Grand Lord Vito ]

Grand Lord Vito June 21st, 2004 08:31 PM

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

Originally posted by Imperator Fyron:
Also, there is no need to include the same images in every race folder. The Race Generic folder is a far, far better place to put the generic Starliner images. Again, this is a big waste of space.
<font size="2" face="sans-serif, arial, verdana">JLS I assume you know that the vehicles will use the alternate image before the generic folder.
Will this be a problem.

You saved a lot of space by decreasing the “footprint” of all se4 data files from that misc stuff, I don’t see where a meg or two would be a big deal http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS June 21st, 2004 09:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
If I rename the Primary and the Alternate Image to something that the file does not have - it will go to the Generic Folder. This is only an operations issue and not a technical one.

This was done as is - to help the newbies that do not know how the se4 files work and yet to have all the needed images there and waiting. Without requiring AIC Players with existing AIC structured sets to rename their vehicles. Operationally this is the best option

Technically-Fyron is the far best option.

.Logistically - having a second download of the optional Hull images for new players is another option, but this will mean they will have another download anyway, so is this really operationally sound?


Anyway one thing is for sure and that is Troopers ship set will replace all the images I provided.

Once the needed se4 race vehical images are done, this will be all moot http://forum.shrapnelgames.com/images/icons/icon12.gif

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

[ June 21, 2004, 20:18: Message edited by: JLS ]

Fyron June 21st, 2004 09:15 PM

Re: AI Campaign => For a Challenging AI opponent
 
Umm... you do not need to rename any files (other than Generic prefix, of course, which does not affect the vehicle size file in any way). Just put a (fixed size) copy of each starliner hull in the Race Generic folder and delete all of them that are the same image from each race folder.

JLS June 21st, 2004 09:32 PM

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

Originally posted by Imperator Fyron:
Umm... you do not need to rename any files (other than Generic prefix, of course, which does not affect the vehicle size file in any way). Just put a (fixed size) copy of each starliner hull in the Race Generic folder and delete all of them that are the same image from each race folder.
<font size="2" face="sans-serif, arial, verdana">Fryon, I may be mistaken but I believe the game checks for an alternate Image if the Primary is not in that Race Folder, before it goes to the Generic Folder looking for a vehicle-so inthis case it will pick that races small transport and not waist its time going to the Generic folder even just to look and see.

= = = =

Reference:

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.
Code := SL
Primary Bitmap Name := Starliner (default (1) Not in race folder
Alternate Bitmap Name := TransportSmall (2) In race folder so game will take this image http://forum.shrapnelgames.com/images/icons/icon12.gif

Then it will check the MAIN se4 Pictures folder and if still not available - it will then go to the Generic Folder Last.

=======
If I rename bothe Primary and the Alternate to Freighter it will then check the Generick only after the above search is satisfied http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 21, 2004, 20:42: Message edited by: JLS ]

Fyron June 21st, 2004 09:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
Ok. So change the alternate bitmap to use the starliner images. Since they will be in the Race Generic folder, no need to worry about it.

JLS June 21st, 2004 09:52 PM

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

Originally posted by Imperator Fyron:
Ok. So change the alternate bitmap to use the starliner images. Since they will be in the Race Generic folder, no need to worry about it.
<font size="2" face="sans-serif, arial, verdana">Yes what you say is an option; however, the new and permenat images will not take that long to complete and will just overwrite what is there and the players will not have to worry about any extra files that would have been located in the Generic folder.

As it is may be the best - in the overall http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 21, 2004, 22:23: Message edited by: JLS ]

JLS June 23rd, 2004 03:27 PM

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

Originally posted by QBrigid:
JLS would you like me to resize that original AIC Star Liner?
<font size="2" face="sans-serif, arial, verdana">It is not my original, so please do not.
= = =

Actually QB, if you could finish all the se4 scouts and get them to me - I think we will have an overall compromise for the Generic file http://forum.shrapnelgames.com/images/icons/icon12.gif

Your se4 images are very good, thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron June 23rd, 2004 05:09 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:
JLS would you like me to resize that original AIC Star Liner?

<font size="2" face="sans-serif, arial, verdana">It is not my original, so please do not.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">What does that have to do with anything? I am sure that whomever made them would not mind them being fixed for use in the mod.

Quote:

Originally posted by QBrigid:
Fyron I really like your Balanced map that JLS used for the AIC default Starter. It plays awesome in a not connected game http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 23, 2004, 16:10: Message edited by: Imperator Fyron ]

oleg June 23rd, 2004 09:26 PM

Re: AI Campaign => For a Challenging AI opponent
 
I like to play with MP* option and also like Temporal race but MP base space yard II makes temporal less atractive. May be to reduce it rate to balance races set up for games with MP* ?

JLS June 23rd, 2004 10:57 PM

Re: AI Campaign => For a Challenging AI opponent
 
Good question Oleg, what do you think?

The Temporal increase to their BSY may effect a LAN MP* game balance. GLV played a LAN game Last weekend; however I am still waiting for the hard data.

We can tack on 300 or 400 more RADS to the Temporal BSY II - more of an increase may mean its own MP Temporal BSY components, or are you suggesting lowering the new MP yard rates?

[ June 23, 2004, 22:07: Message edited by: JLS ]

oleg June 23rd, 2004 11:06 PM

Re: AI Campaign => For a Challenging AI opponent
 
I suggest to simply low MP* yard rates. MP* got resources production on steroids, if you want more ships, build more baseyard bases, stupid http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Seriously though, some bonus is OK but certainly below temporal spaceyards !

[ June 23, 2004, 22:09: Message edited by: oleg ]

JLS June 23rd, 2004 11:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
As you recall, before the Multiplayer BYS's. v4.11 had:

Base Space Yard IV was almost equal to the Temporal Base Space Yard III

With the Base Space Yard V (2000 rate) having the exact same as v4.11 and this has always been about 25% more then Temporal III http://forum.shrapnelgames.com/images/icons/icon12.gif

Perhaps 400 more RADs to Temporal Base Space Yard II for now - until we have a few more LAN tests behind us.

[ June 23, 2004, 22:25: Message edited by: JLS ]

QBrigid June 24th, 2004 01:16 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS would you like me to resize that original AIC Star Liner?

QBrigid June 24th, 2004 01:21 AM

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

Originally posted by Grand Lord Vito:
JLS suggested those maps to QB because playing a not connected game in AIC. The Cluster and the Spiral maps play better in no warp because the systems tend to be alot closer and the JLS starts the players out earlier then stock se4 with a 4LY warp opener and this will catch most adjacent systems within a Cluster http://forum.shrapnelgames.com/images/icons/icon12.gif but not enough to get to another Cluster. http://forum.shrapnelgames.com/images/icons/icon6.gif You need to research more SM to do that.

But the other maps and the standard se4 warp openers are the same as stock but the warp openers are cheaper.

<font size="2" face="sans-serif, arial, verdana">Fyron I really like your Balanced map that JLS used for the AIC default Starter. It plays awesome in a not connected game http://forum.shrapnelgames.com/images/icons/icon6.gif

GLV the warp openers come much sooner in AIC and are way cheaper.

JLS June 24th, 2004 10:30 PM

Re: AI Campaign => For a Challenging AI opponent
 
AIC WEB SITE back on line
=======================
New Ship Set Download contains:

NEW Generic Ships Set designed by ~ Trooper.
Se4 Hull Images by ~ QBrigid
Efficient Engine Images ~ Ed Kolis
More AI and other tweaks.
Lowered the cost of the basic Extraction Facilities - for a faster build and a somewhat quicker upgrade
Includes higher yield and less cost (Resource Extraction tech 4-9) Planet and System Resource Facilities.
Standard Repair Bays: repair components at se4 default. 3-5-8 and the MP* remains at 12

[ June 25, 2004, 13:31: Message edited by: JLS ]

Grand Lord Vito June 25th, 2004 06:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
Troopers ships are Awesome, the Freighter and the Starliners are a perfect fit for AIC.
QB all the extra new se4 race ship pics are http://forum.shrapnelgames.com/images/icons/icon6.gif

Last weekend we played almost a150 turns in our LAN game. We played with the MP*, OS, SF and O2 option that gives Multiplayer speed, no need for starliners, Strategic Fighters and plenty of resources.
A few new guys had some heavy MP-handicapping points.
I’ll you know about the Temporal BSY but I am all for an extra 300 or 400 rads http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg June 26th, 2004 06:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
I normally play with MP* as the only bonus trait. It is very difficult to compete with low bonus AI in "not all points connected" setup. My favorite quadrant is "strands". It produces many small fragments of random geometry and size.


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