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Re: AI Campaign => For a Challenging AI opponent
I also like to play AIC NO-WARP and sometimes even a Finite game with no AI bonus.
Agreed Oleg, the Srands Map is a fine No-Warp map. Thanks for the tip - I will give a go with the MP* Option http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
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I LOVE THIS MOD http://forum.shrapnelgames.com/images/icons/icon6.gif I use the AIC O1* and the 02* for the free start trait options in not connected games this way there is plenty of research and resources http://forum.shrapnelgames.com/images/icons/icon12.gif But I like Star Liners and lots of them, so I leave OS* option off. Do you guys take any of the evil AI races out of the Race folder and put them in the {races not used folder}? I remove all the violent ones, this way there is no evil races when I start a new random game http://forum.shrapnelgames.com/images/icons/icon6.gif I always play not connected games with AI Bonus of NONE, keeps the AIC game relaxing http://forum.shrapnelgames.com/images/icons/icon12.gif JLS whats next for AIC? [ June 26, 2004, 12:47: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
I lost the LAN game. I sided against with the new player against the AI and he back stabbed me and purged my home system. That’s what I get for allying with a stranger http://forum.shrapnelgames.com/images/icons/icon8.gif
The AIC MP* option is great the game really moves along at a fast pace and you only need 1 or 2 mp base space yards early in the game http://forum.shrapnelgames.com/images/icons/icon12.gif Did you know the AI will place mines in your systems http://forum.shrapnelgames.com/images/icons/icon6.gif [ June 27, 2004, 16:44: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
Always be sure of those that enter your house GLV.
When gaming it is rare to have the total Ally - totally. The increased yard rates is a sword that cuts both ways, you still need the materials available to sustain a production increase http://forum.shrapnelgames.com/images/icons/icon12.gif A good example of this is the se4 Temporal Yards. |
Re: AI Campaign => For a Challenging AI opponent
I really did not like the AIC MP* Options for the NO-WARP solitaire game I just played against AI bonus of NONE. I was able to out tech them with the MP* Research facilities; perhaps, if the AI was LOW bonus then it may have been more of a challenge.
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Re: AI Campaign => For a Challenging AI opponent
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Mining III 600 Mining Complex 750 The MultiPlayer Megaplex at 1200 total resources generated per turn http://forum.shrapnelgames.com/images/icons/icon12.gif RADS and Orgainics are ok. Raise research a hair on the Agrarian and Mining Comunities. With the changes that you made in the Psychic Intel you can change the roman numerals back. Other then this we all think the MOD is great and I start a new LAN AIC game in the mourning http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: AI Campaign => For a Challenging AI opponent
Give them what they want and be sure all the players files are exactly the same. Let me know in a few weeks how you make out - choose your allies well this time http://forum.shrapnelgames.com/images/icons/icon10.gif
We will also test the recommendations here. The Intel Facility numerals are all set, thanks for the reminder http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
Two points:
Dogscoff' site has Neostandard images for stock races. Why pack generic pictures into every race folder. Use the already existing race specific pictures ! http://forum.shrapnelgames.com/images/icons/icon7.gif I was fighting Terran and had a tough time till Terrans research Ionic pulse misiles. They are a joke !! Shield stop engine destroing weapons and the IPM staistics are abysmall. Please, restore rate 3 for firing. Heck, make it 2 or beef up other statistics like seeker resistance or damage. |
Re: AI Campaign => For a Challenging AI opponent
I do not believe Neostandard has Scouts for all the se4 races, and at this point that is all the non-generic images AIC needs; also, at this time with regards to AIC hulls - there is no need for all the other very fine Images that Neostandard provides.
> dogscoffs Neostandard expansion site < - - - Actually, the Terrans do not research the Ionic missile until well after Baseships. And then it is only one IPM for Terran Destroyer or its KA Frigate Thanks Oleg, I still need to refresh some of the AI Players Designs and Research files - I will make the Terrans and Sergetti first on the list - and take a hard look at the effectiveness of their overloading weapons. [ July 03, 2004, 20:37: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
True, but some images can be directly transfered to AIC. For example tiny transport -> starliner; tiny carrier -> escort carrier.
However, my major greep is that I had Neostandard installed in SEIV root directory and then suddenly new AIC images overwrite them http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: AI Campaign => For a Challenging AI opponent
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AIC DOES NOT OR HAS EVER, OVERWRITEN ANY SEIV ROOT DIRECTORY WITH IMAGES, DATA OR ANY FOLDER TYPE - OTHER THEN WHAT IS PLACED IN THE AICAMPAIGN MOD FOLDER (.) Please revisit your statement, Oleg. http://forum.shrapnelgames.com/images/icons/icon12.gif - - - - - - AIC will give the optional choice for the AIC PATH file - as with many other MODS. HOW THIS IS DONE > The AIC Vehicle data file - Is programmed as such: to direct se4 to load only AIC Images found throughout your AIC Folders and/or the se4 stock Images http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif JLS ================================================= REFERENCE - AIC Vehicle data file Name := Resupply Space Station Short Name := Supply Space Station Description := Deep space supply station, which will resupply ships when fleeted. Code := RSS Primary Bitmap Name := ResupplyStation (Assess the AIC Pictures\Generic Folder http://forum.shrapnelgames.com/images/icons/icon12.gif Alternate Bitmap Name := ResupplyStation Ability 1 Descr := Deep space supply station, which will resupply ships when fleeted. Ability 2 Descr := Fuel Capacity 20000kt. Auto refueling is 200kt minimum per month in most Systems. Ability 3 Descr := Fleeting with large Tankers and Stellar Harnessing Panels will aid in replenishments. Ability 4 Descr := Immobility and large proportion of supply storage space makes this Resupply Station a poor platform for weapons. Ability 5 Descr := Large proportion of cargo space decreases maintenance cost. ~~ Name := Orbital Resource Station Short Name := Resource Space Station Description := Resource extraction Station will extract resources automatically at those coordinates each month when built. Code := ORS Primary Bitmap Name := ResourceStation Alternate Bitmap Name := ResourceStation Ability 1 Descr := Automatically Mines 900 minerals. Ability 2 Descr := Automatically Extracts 600 radioactives. Ability 3 Descr := Automatically Recovers 300 organics. Ability 4 Descr := Orbital Resource Station has sufficient room for an additional extraction component. Ability 5 Descr := Fuel Capacity 1000kt. Auto refueling is 20kt minimum per month in most Systems. Ability 6 Descr := Only one Vehicle can extract the resources from Asteroids or non-colonized Planets and its moons each month. Ability 7 Descr := Automated extraction components contribute to the low maintenance of this station. Ability 8 Descr := Immobility makes this Orbital Resource Station a poor platform for weapons. [ July 04, 2004, 01:20: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
I have received permission form Dogscoff and many Ship Set designers to include that of AST, TDM and others for the use of some of their Images and in total - they have all agreed http://forum.shrapnelgames.com/images/icons/icon7.gif
Now its just a matter of putting the package together. - - - Players that wish alternative Star liner and AIC Images and that may be unable to perform the transfer themselfs - there will be an AIC (optional EXTRAS) Image pack out soon. This will include a wide variety of Freighter, Fast Colonizer, Starliner, Resource Station, Resupply Station and Infantry choices - some Neo-Standard, TDM Images and from many other designers as well http://forum.shrapnelgames.com/images/icons/icon7.gif As with all AIC downloaded extras this will be placed in your: Space Empires IV Gold\AICampaign\Extras Folder http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 04, 2004, 00:31: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
http://forum.shrapnelgames.com/images/icons/icon9.gif
Oleg you hurt me so. You don't like my Scouts http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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AIC always have had low costing Ring and Sphere World Components and they come out earler then stock se4. So GLV whats stoping you, make a few http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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Of course any AIC release should put pictures into its own directory. |
Re: AI Campaign => For a Challenging AI opponent
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QB, what you say is true. We are seriously considering raising the Mining Facility productions at the higher levels, this will have many effects against the AI and will boost the Human Players potential to have another Attack Fleet in the (early mid game) with out the need of Planetary Engineering and only the slightest of need for Asteroid Mining. The key to make this feasible: will be the integrity of the AI Players at higher bonus to preserve a many multi Human Players game against a few AI Players. With a few more se4 v1.191 AI tweaks, we will achieve this and have a smoother Extraction transition throughout the levels. In addition, the AIC AI Players growth - will be further lowered in the AI Bonus of None and LOW - this will make it easier for the transitional competition level for NEW AIC Human Players from AI Bonus of NONE to LOW AIC starting option of (O2) Resource benefits for Human Players will still be available that will increase yet further any available resource exploitations. In addition to all increases yeilded from the standard Planet and System Resource modifications Facilities, when built http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = = = = = = = REFERENCE We are at this stage in testing and it plays very well: Name := Mining Expedition Description := Small expedition that mines surface minerals from this planet. Facility Group := Resource Extraction Cost Minerals := 1000 Cost Organics := 100 Cost Radioactives := 50 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 1 Ability 1 Descr := Mines 350 minerals each turn. Name := Mining Settlement Description := Planet processor that mines minerals from deep within this planet. Facility Group := Resource Extraction Facility Family := 1 Cost Minerals := 1200 Cost Organics := 300 Cost Radioactives := 150 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 2 Ability 1 Descr := Mines 450 minerals (up 50) Name := Mining Colony Description := Large scale Planet processors which mines minerals from the deepest layers. Facility Group := Resource Extraction Cost Minerals := 1400 Cost Organics := 466 Cost Radioactives := 233 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 3 Ability 1 Descr := Mines 600 minerals each turn. (up 100) Name := Mining Complex Description := Massive scale Planet processors which mines minerals from the deepest layers. Facility Group := Resource Extraction Pic Num := 94 Cost Minerals := 1800 Cost Organics := 900 Cost Radioactives := 450 Number of Tech Req := 4 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 4 Tech Area Req 2 := Construction Tech Level Req 2 := 1 Tech Area Req 3 := Industry Tech Level Req 3 := 3 Ability 1 Descr := Mines 800 minerals each turn. (up 150) Name := Mining Megaplex mp Description := Massive scale Planet processors which mines minerals from the deepest layers. Facility Group := Resource Extraction Cost Minerals := 2300 Cost Organics := 1150 Cost Radioactives := 575 Number of Tech Req := 5 Tech Area Req 1 := Multiplay Tech Level Req 1 := 1 Tech Area Req 2 := Construction Tech Level Req 2 := 1 Tech Area Req 3 := Industry Tech Level Req 3 := 4 Tech Area Req 4 := Minerals Extraction Tech Level Req 4 := 5 Ability 1 Descr := Mines 1200 minerals each turn. (up 200 and then again; perhaps even more for MP* http://forum.shrapnelgames.com/images/icons/icon12.gif ) When AIC option O2 is chosen = then add about 25 percent increase again over the above core values... [ July 04, 2004, 16:17: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Understood http://forum.shrapnelgames.com/images/icons/icon7.gif
It was felt that this would be an operational inconvenience for the AI Campaigners; however in the overall, it does fulfill the goal to assist new players to AIC that are unable at this time to rename and transfer images, and still have Generic Ship Images to Identify their Empires hulls. Also to add, the AI opponents with scouts that now look like Scouts and not Escorts - a point that was raised by some new players http://forum.shrapnelgames.com/images/icons/icon12.gif Eventually this all will be tied together with any available NeoStandards and other Ship Sets; also with optional downloads as mentioned in the previous Posts. |
Re: AI Campaign => For a Challenging AI opponent
My vote is more minerals for the Multiplayer MP* option. 1500 works for me http://forum.shrapnelgames.com/images/icons/icon10.gif
The AIC LAN Game is going along great and everybody is having a real good time. You got us all hooked again JLS http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: AI Campaign => For a Challenging AI opponent
MP* (1200) (1500) (10,000) - whatever highest Facility Mineral Gen number http://forum.shrapnelgames.com/images/icons/icon7.gif
As long as we all agree: It is not important if we out produce the AI with the AIC Multiplayer options, as long as all have the amount of Ships/Bases and the extras in the game that we or as an indvidual - are indeed comfortable with http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = We will also add to the AIC MP* multiplayer Option - individual level one thru 5 Mining Facilities and other Items - that will be AT or very near se4 default values. http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 05, 2004, 15:36: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Qbrigid is supplying a full and completed inventory of the se4 RACE Hulls that Nonstandard does not supply and that are just AI Campaign Specific and this will be an OPTIONAL download for the Players that wish to use the se4 stock ship sets - with all the additional corresponding pics. And as with all AIC downloads - this will be placed in its AICampaign/Pictures/Race Folder. [ July 05, 2004, 19:50: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Just caught up with this thread. Hi everyone.
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If you'd like to use any of the existing neo-expansion images then that's fine, as long as credit is given (Note that not all images in the neo-expansion are mine, so check the readmes before giving credit.) If you'd rather create a full set for yourself and duplicate more work, that's fine as well. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
It would be good to see them updated and expanded as long as credit is given.
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Re: AI Campaign => For a Challenging AI opponent
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You can not receive a more complementary praise then what Dogscoff has just offered http://forum.shrapnelgames.com/images/icons/icon7.gif Thank you again Dofscoff, the Neo Standard images will certainly ease the requirement that was necessary to complete the AIC Hull image inventory. [ July 06, 2004, 14:13: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS,
I've been playing your 1.91a mod for the past couple of weeks. I like it, but there are some questions I have. First of all, why can't I get starliners to go more than 2 movements? No matter what type of engine I put in there, they don't go very fast. Transports and colony ships aren't much faster. I can get them to go 6 movements, but no more. Is there a way to boost the movement rate? Other than this, I'm enjoying the mod. I just wish I can get my populations to breed faster. |
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My solution to excuberant cost is to build starliners with computer core. It restricts the capacity to 1M but makes up for it by _very_ low oranics cost. |
Re: AI Campaign => For a Challenging AI opponent
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Understood, the Freighters (AKA small Starliner) will always move at a speed of 2. However the Starliner will move at a speed of (3) with Jacketed Engines. The Large Starliner will also move (3) with Quantum Engines This speed for the Star Liners has been the favor - for most Players that like AIC StarLiners. Some Players also perfer AIC option OS* described below ~ You may add Propulsion Expert to increase all your designed movements and this may be accomplished for Free - with the MP Bonus points, that is located a little further down the Traits menu and just prior to the Strategic Fighters start option http://forum.shrapnelgames.com/images/icons/icon12.gif - - - To modify System Population growth; expediently, other then the basic means se4 offers thru Engineering etc. ~With AIC Medical Technology you may build System Hospitals and this will increase the Reproduction rate of that System. Off coarse there is also the Organic Race reproductive benefits as well. - - - - AIC offers the OS* starting trait option and this will increase your Population Reproductions dramatically thru out the coarse of your game and actually, the result will be less Starliners or even none. http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = = = = = = = = = Reference ~ AIC Cargo Class Hulls Options Slow Freighters Will start you off with 899kt Cargo at the low cost 90m 18o 31r . This is a vast amount of hauling capability with the drawback of a speed at an average of 2 sectors per month. You may replace the Basic Bridge for a Starliner Population Module to this Freighter Hull - raising this to 1000 Cargo spacing enough to carry a mass of population at a cost of 76m 63o 33r. Starliner This is the most versatile Hull in the Cargo Hull Class. With a potential of 2000kt of Cargo space - this may be used as a mass Population mover and as Cargo Mover or have double the Ability of any one mentioned. As a cargo Carrier (two Basic Bridges) it can pack 1798kt of space at a cost of 112r 35o 39r and will travel at a speed of 2. However this same Configuration with Jacketed Engines will cost you 197m 35o 46r and yield a speed of 3 sectors per month http://forum.shrapnelgames.com/images/icons/icon12.gif Also as a Cargo Carrier - If we remove the (basic Bridges) and install an automated Computer Pilot as Oleg suggests: we would achieve the same configurations and some free space for an added nich of supplies or more cargo at a cost of 83m 0o 58r at a speed of 2 and 175m 0o 66r speed 3 sectors per month and as Oleg points out the Computer Pilot will save Organics. Largest of the Starliner Hulls This will haul a potential of 3000kt of Cargo and again add many available and at many cost versus mean options as with the medium type Starliner; however, with the vast size of this Hull to move more the 2 sectors per month players must achieve the research for Contra this vessel will require 4 installed. With the upgrade to Quantum Engines this Large Starliner will move at speed 3. There are very many Combinations of Components to effect AIC Cargo Class Hulls profitability as your game develops and there is no one option that is hard and fast, it all depends on what you want to achieve at the time and towards the end. - - - - - Also to note: The Standard se4 Transport that we are all familiar with - will also serve as a Population Transport and will yield much greater speeds; However, this will also be at a price that again must be weighed for the actual priority of this need. [ July 07, 2004, 09:11: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
I am testing another persons mod and I got the Names mixed (that mod had the System Hospital) http://forum.shrapnelgames.com/images/icons/blush.gif
I am happy that you have the Facility. http://forum.shrapnelgames.com/images/icons/icon10.gif It has the 4 levels only. = = = = = = = = Reference Name := Bio Med Facility Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 0 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 3000 Cost Radioactives := 1000 Number of Tech Req := 3 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 2 Ability 1 Descr := Populations in this system will reproduce 5% faster Ability 2 Descr := Medical Research 50 Name := Bio Med Facility I Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 1 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 4000 Cost Radioactives := 2000 Number of Tech Req := 3 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 2 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Descr := Cures level 1 plagues in this system. Ability 2 Descr := Populations in this system will reproduce 6% faster Ability 3 Descr := Medical Research 75 Name := Bio Med Facility II Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 2 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 5000 Cost Radioactives := 3000 Number of Tech Req := 2 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 3 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Descr := Cures level 2 plagues in this system. Ability 2 Descr := Populations in this system will reproduce 7% faster Ability 3 Descr := Medical Research 100 Name := Bio Med Facility III Description := Advanced medical center which cures the ill and helps prevent disease. Facility Group := Population Support Facility Family := 881 Roman Numeral := 3 Restrictions := None Pic Num := 4 Cost Minerals := 2000 Cost Organics := 6000 Cost Radioactives := 4000 Number of Tech Req := 2 Tech Area Req 1 := Human Balance Tech Tech Level Req 1 := 1 Tech Area Req 2 := Medical Technology Tech Level Req 2 := 4 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Descr := Cures level 3 plagues in this system. Ability 2 Descr := Populations in this system will reproduce 8% faster Ability 3 Descr := Medical Research 100 [ July 08, 2004, 02:41: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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If you are playing a Star Liner type Game -there use is the key to your GROWTH and Possibly your survival. - - - - If Star Liners are not for you, Play AIC free starting option OS* enabled - and your Growth will be extreamly steady and without falter. And you do not need many if any Starliners at all -->(POP TRANSPORT FREE if you wish)<-- Trade any surplus resources and now build Combat Ships instead of Starliners http://forum.shrapnelgames.com/images/icons/icon12.gif Gives the benifits of - Immigration = = = = = Reference Name := SO* Description := With *HP* above, this option will result in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option. Name := Immigration Group := Applied Science Description := Improved Planet population increases. By means of Immigration and Naturalization. Maximum Level := 1 Level Cost := 100 Start Level := 1 [ July 08, 2004, 02:56: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS-
i'm not sure if this has been answered before or not, but i'm wondering why you didn't include a universal colony ship kinda like the universal colony component included in the DevNull mod (the Last Version of it i played anyway). I liked how in devnull mod, once I researched all three colony techs, I had one component that could colonize any planet (rock, gas, or ice), and didn't have to micromanage so much. i.e. in stead of counting the individual numbers of rock, ice, and gas planets in a system I wanted to colonize fully, all I needed was the number of planets. this is a small thing I know, and I can (relatively) mod it into AIC myself. I'm just wondering why you opted not to include it? ~Tim |
Re: AI Campaign => For a Challenging AI opponent
I agree this is indeed a nice touch in DevNull; however, with many MODS or Stock se4- this same flexibility or more: could be accomplished by the se4 settings file to := false http://forum.shrapnelgames.com/images/icons/icon12.gif (Please review reference below)
I am unsure of any effects Dual or Tri Colonizing abilities within one ship will have on the AI Players in stock se4 (post v1.91) - as to the AI's logical use of this option and to consider the gain in flexibility for Human Player http://forum.shrapnelgames.com/images/icons/icon12.gif Oleg, suggested this same option just prior to the AIC release of v4.191 and after a short test it was decided then: that Dual Colonizers was an option that may take from the Human Players intellectual process of the game and may not be to the AIC AI Players best interest - in the overall http://forum.shrapnelgames.com/images/icons/icon7.gif = = = = = Reference - Defaulted se4 Data/Settings File: No Retrofit Adding Of Colony Module := True (False would allow more Flexibility for Human Players in a Stock type se4 environment) http://forum.shrapnelgames.com/images/icons/icon12.gif [ July 10, 2004, 17:29: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Doesn't a facility starting with roman numeral 0 imply that it only has 1 level? Seems to me like anything with multiple levels should start with a roman numeral...
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Universal colony modules benefit the AI, as it no longer builds too many of one type of colony ship, once it has them available... http://forum.shrapnelgames.com/images/icons/icon12.gif It can send the colony ship with a universal module to whatever planet it wants. No more worries about building too many rock colony ships, when there are plenty of ice and gas planets to colonize. [ July 10, 2004, 17:50: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
I can see were that would be an understanding to you Fyron.
What come firsts Zero or one - or is Zero the end and in then the new begining. = = = Edit: The AIC AI has always made scores of Colonies - even, Hundreds of Colonies for years; even prior to se4 v1.78. I see no reason to change this and add an extra burden on the Players to keep up with ALL the AI Players http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
I never said you could NOT retro fit a Colony Ship to another type - as you may have implied, Fyron. However, my post says what it says - "you will acheive a greater flexibility in a Stock se4 Enviroment" (.) http://forum.shrapnelgames.com/images/icons/icon12.gif [ July 10, 2004, 19:00: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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- - - We can have the AI in AIC do just about anything that we can imagine - to include 6666.66 Colony Ships of any or each Planet Type http://forum.shrapnelgames.com/images/icons/icon12.gif , even to say the AIC AI to have all 20000 of the Super and Heavy Baseships to knock out or capture any opponent - and thereby denying anybody to have any Colonies http://forum.shrapnelgames.com/images/icons/icon12.gif However, you may already know this with AI Campaign and to know - this would be to much against any Human Opponent http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 10, 2004, 18:47: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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[ July 10, 2004, 18:59: Message edited by: Imperator Fyron ] |
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[ July 10, 2004, 19:05: Message edited by: JLS ] |
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Re: AI Campaign => For a Challenging AI opponent
Thank you Fyron for this understanding - Perhaps you should institute the Universal Colonizer in your Adamant MOD - perhaps even as an Ability (derived only from the Mounts alone) and not from the Components of themself http://forum.shrapnelgames.com/images/icons/tongue.gif
However, as of now - and it was posted such “we have decided against this in AIC“, this is OK with you Fyron or is it not. Please do not answer it was not a question and it is just of academics http://forum.shrapnelgames.com/images/icons/icon7.gif = = = = Tim - We will play test this some more; as a Human Player Vehicle Hull and with your pre-reqs - thank you for the Suggestion http://forum.shrapnelgames.com/images/icons/icon6.gif [ July 10, 2004, 19:26: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
If any body Posts that you can have the same less micro management with ARMOR THAT IS ALSO SHIELDS (leaky or not) as to address all opponents offense options or to say the reverse or to say why have the Micro management of Ships at all and just start and keep the “Uber Ship” “~” etc…. Then we are being Flamed http://forum.shrapnelgames.com/images/icons/icon8.gif
It is a matter of what all Players want and not one or the loudest - that makes it all the package for many. Enough - please just have fun http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: AI Campaign => For a Challenging AI opponent
I received two Emails from AIC Players http://forum.shrapnelgames.com/images/icons/icon6.gif
The more player think of Yimboli’s Suggestion the more all may liken to it - Thank you again TIM http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 10, 2004, 22:09: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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JLS maybe add the FAST Colonizer as another "pre req" |
Re: AI Campaign => For a Challenging AI opponent
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You know how it goes Fyron http://forum.shrapnelgames.com/images/icons/icon10.gif Try letting a couple of guys have a chat with out destroying the conversation http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
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JLS said with se4 and some MODS. Flexibility you may want to look up the word. Not cost analysis Fyron, I will teach this right now. http://forum.shrapnelgames.com/images/icons/icon12.gif You mean to say waiting a bunch of turns to build a 7250 resource Colonizer at a SY is more flexible and less costly then just retrofitting at any forward base at a REDUCED COST OF 5500 and to be flexible to race an opponent or build an advanced base. Hmmm, cheaper and faster http://forum.shrapnelgames.com/image...s/rolleyes.gif Cost wise you are also not thinking that you have to Spend 1700 maintainence to move that Colonizer to a forward Planet. Hmm... Fyron, why do you post over and hurt so many people and to be so wrong so often http://forum.shrapnelgames.com/images/icons/icon9.gif [ July 11, 2004, 05:32: Message edited by: QBrigid ] |
Re: AI Campaign => For a Challenging AI opponent
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I am also with GLV the AI does not need anymore help, so it should be for HP only. |
Re: AI Campaign => For a Challenging AI opponent
QBridgid, if you ignore the rest of the post, you indeed miss everything about flexibility...
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Re: AI Campaign => For a Challenging AI opponent
No. It is you Fyron that fail to read our Posts http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: AI Campaign => For a Challenging AI opponent
Check your private Messages.
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