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-   -   basic questions on armors (http://forum.shrapnelgames.com/showthread.php?t=9283)

Grand Lord Vito April 28th, 2003 10:17 PM

Re: basic questions on armors
 
You may not want to play AI Campaign with max bonuses and advantages for the AI this time http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS I don't think AIC is all that slow, after all it is a Campaign http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS April 28th, 2003 11:35 PM

Re: basic questions on armors
 
Quote:

Originally posted by Pocus:

I thought that AIC was made to increase AI compared to prop.

<font size="2" face="Verdana, Helvetica, sans-serif">AI Campaign has similarities with Proportions and base se4, but there also may be more differences.
Some new Components and concepts that you may like or dislike.
The next upgrade will add several new Components specifically for the Human Player, and speed up play a little in non Finite Games.

AI Campaigns incorporates:
AI BALANCE MOD : Created specifically for a more challenging AI. AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues to name a few.

TACTICAL FIGHTER MOD : Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. I plan on additions and revisions to this module different Shields, stellar harnessing and finely will add armor for fighters and more with this coming upgrade.

FINITE ECONOMICS MOD : This MOD helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign. Finite economics mod Introduces Imperial Trade, trade center Facility and Asteroid Resource Habitat Domes and Mining OutPosts.

[ April 29, 2003, 02:35: Message edited by: JLS ]

Pocus April 29th, 2003 09:00 PM

Re: basic questions on armors
 
Thank you JLS for the headers on AIC. I will finish first my AST game, then why not this mod.
Whats are the AI that can be incorporated into it? All the standard ones? I believed you could only have Human versus Phong, my mistake.

JLS April 29th, 2003 11:22 PM

Re: basic questions on armors
 
Your welcome http://forum.shrapnelgames.com/images/icons/icon7.gif

Fine choice; AST mod is a great mod and work that Atrocities and the guys put into it is Spectacular.

Most se4 races are in AIC. I made emp files for the Phong and the Terrans primarily as examples for AIC, all should be done in the next few weeks. But you may pick and choose as you wish for your own race and if you want many Computer Players to play you may get the max.


You will really enjoy the AST mod, Atrocities ships sets are hard to beat http://forum.shrapnelgames.com/images/icons/icon7.gif

[ April 29, 2003, 22:24: Message edited by: JLS ]

mottlee April 30th, 2003 02:53 PM

Re: basic questions on armors
 
Quote:

Originally posted by Pocus:
You see I played SE IV one year ago, but somehow I got not hooked at it (mostly because the IA was not given his bonuses). Now that I'm into it again, I find the game very interesting. My first real game is with AST, and I have made so much mistakes that I'm only a little power in the galaxy . What an enjoyable feeling. Nothing more frustrating to know that whatever you do, you will always win against a computer opponent.
<font size="2" face="Verdana, Helvetica, sans-serif">Me Too..BUT I come out swinging http://forum.shrapnelgames.com/images/icons/icon12.gif

Gryphin April 30th, 2003 05:31 PM

Re: basic questions on armors
 
An AI that could beat you with its algorythms, (instead of bonuses), would not sell in a game for 40 dollars.

Q April 30th, 2003 05:39 PM

Re: basic questions on armors
 
Quote:

Originally posted by Gryphin:
An AI that could beat you with its algorythms, (instead of bonuses), would not sell in a game for 40 dollars.
<font size="2" face="Verdana, Helvetica, sans-serif">It all depends how many million copies of the game you will be able to sell http://forum.shrapnelgames.com/images/icons/icon12.gif .
Please correct me if I am wrong, but I believe in spite of the great success of PBW, the majority of the people who bought SE IV play it solo. Therefore IMHO it is a good selling argument if the AI gets stronger.

Gryphin April 30th, 2003 07:08 PM

Re: basic questions on armors
 
Well Q,
I am one of those that plays solo most of the time.
I agree it would be nice to have AI with more and better algorythms.

I would love to see better diplomacy and an AI that could say:
If oppoenent weapon X Then build Defence Y

Pocus April 30th, 2003 07:49 PM

Re: basic questions on armors
 
Gryphin : Gal civ AI is a very good one, on par with the best AI I ever found. Only on the highest diff level the AI will have a bonus, otherwise it is just incremental activation of the algorithms.

The best one, and with a good margin, is the one of Conflict Zone. The studio behind this RTS game (Applied Mathematic is the translation in english) is a company which has strong roots in AI research in the french universities. The game was made to show how powerful the DirectIA module was, and believe me he was.

You had all you ever wanted here, and more. Intelligent subcommander with learning behaviors, dynamic force build up , clever resource handling and distribution to the AI subsystems (offensive agent, defensive agent...), and so on.

Now they are developping simulations systems for the army. I believe they should have done a TBS and not a RTS, if they wanted to show how their AI shined. Alas they surely believed that TBS is a niche genre now, a pity really.

Gryphin April 30th, 2003 08:23 PM

Re: basic questions on armors
 
Pocus,
Thanks. I'll look into that when the budget allows for another game.
I like being wrong. (which means I'm happy quite a bit) http://forum.shrapnelgames.com/images/icons/icon12.gif


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