![]() |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It is always possible to exploit the AI, no matter the mod... you can always make them not accept trades or surrenders, ever, but that kind of detracts from any sort of interaction with them...
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Just change your Data so the Human Players can’t build a Huge Fortress Ships and extra large Juggernaut from the beginning of the game http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 27, 2003, 22:52: Message edited by: JLS ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have a Juggernaut and a Fortress Ship, both of which require level 16 ship construction techs. http://forum.shrapnelgames.com/image...s/confused.gif Am I missing something here? http://forum.shrapnelgames.com/image...s/confused.gif
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Your Colonizer is 3300 kt and every time a Player builds one the score will climb, every time a player lands the score will drop; dramatically.
Now if I have 6 in flight to planets and building one and a Avg Gas Type AI has 2 in flight you have the AI out scored in this area alone; this AI Player is forced into thinking you have a huge fleet: If the AI or an unfamiliar Human Player is near all I need is several 3300kt Colony ships over my Home World plus several fair ships but far inferior to my opponant; However, my score may have me master. Or at least apear that way http://forum.shrapnelgames.com/images/icons/icon12.gif Reference Adamant Colonizer Hull Name := Colony Ship Short Name := Colony Ship Description := Code := CL Primary Bitmap Name := ColonyShip Alternate Bitmap Name := ColonyShip Vehicle Type := Ship Tonnage := 3300 Cost Minerals := 150 Cost Organics := 600 Cost Radioactives := 0 Engines Per Move := 18 ============================================= AI POLITICS DATA FILE - Default ============================================= This file governs how an empire decides to send Messages. (Accept Messages and set Postures and much, much more) Score Percent: This is the percentage of the target player's score to ours. So if we have a score of 10000, and they have a score of 15000, this percentage would be 150%. + + + + + + + + + + + + + + + + + + In addition, as far as I recall as of se4 v1.78 and probably to date the AI will not build ships that are over a certain KT. If IRRC its between 400 and 590 kt, so in effect your AI will not build Colonizer over (what ever it was 400 to 590) in simu games for 50 turns, you may consider reducing your Colonizers to that minimum. You may attempt some setting in the AI DATA FILE - Settings , but in all probability it will be for not. In v1.78 for a +600 ship, I spent days trying to get this to work http://forum.shrapnelgames.com/images/icons/icon8.gif You also may want to confirm this with Malfader. ================================================ AI DATA FILE - Settings ================================================== Max Ship Size Tonnage From Start 1 Amount := 510 Max Ship Size Tonnage From Start 1 Num Turns := 20 Max Ship Size Tonnage From Start 2 Amount := 610 Max Ship Size Tonnage From Start 2 Num Turns := 40 Max Ship Size Tonnage From Start 3 Amount := 0 Max Ship Size Tonnage From Start 3 Num Turns := 0 [ October 28, 2003, 01:15: Message edited by: JLS ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Forget it, sully after E Koli post why do you even bother to help.
E Koli maybe I would like to play a LAN game in Adamant with a good AI like I do with the AIC MOD. When you only have 1 or two freinds over, its not much fun one on one ot two against one. Fyron I noticed the Rock Natives Trait/Tech and Compnent LAYOUT from JLS work in the AIC mod released Last febuary http://forum.shrapnelgames.com/image...s/confused.gif [ October 28, 2003, 07:04: Message edited by: Grand Lord Vito ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
All that score stuff can easily be taken care of... just double or triple the score ratios necessary for those bad treaties and surrenders. http://forum.shrapnelgames.com/images/icons/icon12.gif Do AI bonus resources count towards their score? I forget. If so, then an AI with even a low bonus has 2x the starting score from resources as the human does, so a few colony ships will not be that drastic.
Quote:
Quote:
Quote:
[ October 28, 2003, 07:31: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
But I see your point about the AI thinking that a 3300 KT Colonizer can be a Massive Base Ship. [ October 28, 2003, 15:00: Message edited by: Grand Lord Vito ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
hmm... geo that is a problem.
As is the current situation. A bad start and your done. Which is what I currently have. And yes I have maxed the ship out with the supply storage. But it is worthless as it is now due to the fact that the engines use too much supplies at the beginning. I am sure it is corrected later on in the game. But that is illrevelent to the current situation. As I am talking about the early game with low tech start. It is an issue. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
JLS can you confirm if this is fixed yet, I think it was. [ October 28, 2003, 16:38: Message edited by: Grand Lord Vito ] |
All times are GMT -4. The time now is 02:36 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.