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Re: AI Campaign => For a Challenging AI opponent
Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif
I am more then happy to make compromises, however most players, have no problem with the AIC Fighter system, as is. I will need to ask, what was your Propulsion level and what was that of your recent opponent? Oleg, any save games you may have, along with the corresponding saved Empire File, would be very beneficial, in this decision process. I also will need to know the Version and whether it is v3.02Complete or just the upgrade and if there has been any modifications. Sullivan_JohnL@msn.com ==== Do you make escort fighters and pure Interceptors with your own Fighter Attack strategy? As you notice, the AI Players all have there own Fighter Strategy on S-Fighters that will by-pass your ships, planets and bases initially, and go right for your Fighters. You must counter this http://forum.shrapnelgames.com/images/icons/icon12.gif If you are just making basic fighters, with the standard (Optimal Range) or even some other standard strategies, you will be at a disadvantage, against the AI. If you are adding Torpedo designs, as it states, this is just for Anti-Ship and will be of little value, against the AIs fighters I suspect you know this. General FYI http://forum.shrapnelgames.com/images/icons/icon7.gif As a player, you must also choose the value of the equipment to be loaded on your fighter design and if a Armed Cockpit or Unarmed Cockpit is the best choice for that design and the strategy that would be best used. Until, I have more information about your total situation, I really do not foresee that many changes in the AIC fighter system or its Tactical and Strategic Fighter Module. [ June 23, 2003, 15:17: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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------ Oh, why are you so jumpy ? Grand lord Vitto made a perfectly normal and constructive responce. [ June 23, 2003, 15:48: Message edited by: oleg ] |
Re: AI Campaign => For a Challenging AI opponent
JLS, I don't have that save game anymore http://forum.shrapnelgames.com/images/icons/icon9.gif
It was about turn 50, both me and AI used ionic engines, everything was pretty basic stuff. Yes, I used purely anti-ship fighters since that particular AI (Cryslonite) did not have fighters yet. I am still fuming about my silly fighters http://forum.shrapnelgames.com/image...s/rolleyes.gif Oh, it is of course purely strategic combat issue. If I used tactical combat, it would never happened of course. I would keep fighters not too far from enemy while they reload. |
Re: AI Campaign => For a Challenging AI opponent
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The Players are encouraged to trade with others, when playing AI Campaign, and most of all, especially with the AI Players. Actually your AI trades, may become the best way to victory. |
Re: AI Campaign => For a Challenging AI opponent
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Therefore, I only answered the parts that Cybersol, did not address. = AFAIK, the tag idea, was originated by PvK, for the Proportion Mod. available here on the Forum. The AI loads Culture Centers and Cities that generates Resources, Research, Intelligence Production, as well as several other neat things. Now if we ask the AI, for example to build: (Resource Generation – Minerals) the AI would think the Cultural or a large city would be the best facility, and this would require a longer build time, then the basic Mining Facility we origonaly wanted. Please refer to the AIC Facility file. The tag of (Movement Bonus) is attached as you can see to the Mining Expedition, Mining Settlement, Mining Colony, as well as the Mining Complex may be properly constructed by the AI, depending on your levels of extraction. With Quantum Reactor tag, this as you can see will instruct the AI to construct the Farming Settlement, Farming Colony, or the Farming Center, depending on you levels of extraction. === As this applies to, “towns, cities any of the other multi use structures”. The way AIC is programmed. The AI will start you with the correct amount of individual Racial Population Centers/Cultural Centers, when you start your AI Campaign game. This is done because there is an Individual AIC Racial Construction Trait, for every Race even a dual Races that you may choose, as you will notice in both your AIC RacialTraits and TechArea File. The AI will not build or replace your Starting Cultural Centers in AIC. Instead, the AI player will build one or two tiny Settlements on most of the Colonies, early in the game. Please refer to the (Component Destroyed On Use tag) in the Facility File. These AI Player Settlements will evolve, in sequence as your game Progresses. For Example: Settlements Communities Towns Cities Metropolis World Cultural Center - This would be more then the equivalent of the Starting Population Center. Also Please note: In each AIC AI folder, in the AI_Construction_Facilities file, you will Find both the: Construction Queue Type := Homeworld Construction Queue Type := Resupply Base The Homeworld may Replace lost Population Centers here, however, they will be in the form evolving Settlements, as explained above. The Resupply Base Colony, is actually the Colonial World for the AI Player and in with this Planet the AI, if lucky, will build the Utopia of Worlds, as would you, if you had a: Minimum Planet Size for Type := Large Mineral Value := 101 Organics Value := 101 Radioactives Value := 101 The above entree will be found in your AIC, AI PLANET TYPES DATA FILE, which very well may be one of the most important AI files in AI Campaign http://forum.shrapnelgames.com/images/icons/icon12.gif I hope all your questions have been answered, SunDevil Reference: However please do not be confused, and think that this tag, in any way; will give the AI Player or Human Player any Special Abilities. It does not. ================================================== =========== ABILITIES DATA FILE ~AIC v2~ Proportions Mod by PvK/~AIC Modeled by JLS ================================================== ============ Warp Point - Turbulence Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage) Value2 = (PvK: Used as AI tag for efficient engines.) Star - Unstable Value1 = Chance that sun will explode each year. Value2 = (PvK: Used as AI tag for regular cargo storage.) Sector - Sensor Interference Value1 = Modifier subtracted from to-hit rolls Value2 = (PvK: Used as AI tag for Religious Talisman.) Resource Generation - Minerals Value1 = Amount of minerals generated per turn. Value2 = (JLS: Used as AI tag for Sensor Level.) Resource Generation - Radioactives Value1 = Amount of radioactives generated per turn. Value2 = (JLS: Used as AI tag Planetary Weapons used for AI Balance for fighters and BC ships and up.) Planet - Change Ground Defense Value1 = Percentage modifier to ground combat on this planet. Value2 = (PvK: Used as AI tag for ECM.) Planet - Shield Generation Value1 = Amount of shields generated. Value2 = (PvK: Used as AI tag for regular armor.) Drop Troops Value1 = Number of troops which can be dropped to attack a planet. Value2 = (PvK: Used as AI tag for armor plating.) Ancient Ruins Value1 = Number of techs areas (random) received when this planet is colonized. Value2 = (PvK: Used as AI tag for base / weapon platform non-fire-control-center combat sensors.) [ June 23, 2003, 22:23: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS, Did you get my E-mail? any Ideas?
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Re: AI Campaign => For a Challenging AI opponent
Yes, I did, Mottlee...
And thanks http://forum.shrapnelgames.com/images/icons/icon7.gif I like the way you set up your Race, and this is one neat map you made http://forum.shrapnelgames.com/images/icons/icon12.gif I am now preparing a file to send you. If you can help out with this, I would greatly appreciate it. I have seen your keen abilities to lay MINES against the AI Player in both the Proportions Files I helped you with and the AIC files you sent me http://forum.shrapnelgames.com/images/icons/icon12.gif Because of this, I think you are just the man to help me balance the AI Mine Sweeping abilities in AIC, to help keep the AI on track. Are you game, for it? http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 23, 2003, 19:21: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Sure, I will give it a go, the map was computer made and was/is a real pisser too like about turn 8 had contact.
Just tell me what you want meb to look for and will help out http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
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[ June 23, 2003, 22:50: Message edited by: Imperator Fyron ] |
Re: AI Campaign => For a Challenging AI opponent
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