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Re: AI Campaign => For a Challenging AI opponent
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.
[ March 05, 2003, 07:20: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
i copied over the following files: planet size, quadrant types, secttype, systemtype and stellar ability types
edit: so what did i not copy over? atually i am not concerned, i think of this game as if it took place after the fall of civilization. unfortunately one of the other races beat me to one of the other ringworlds. [ March 05, 2003, 09:06: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
As I said, you need the Small Gravity Plating and such components that are added in FQM Deluxe to build the Small and Medium Ringworlds.
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Re: AI Campaign => For a Challenging AI opponent
thanks, i will do that after this game. reminds me of the stng episode with scotty where they find the dyson sphere. i wonder what other surprises the ancients have left in this map?
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Re: AI Campaign => For a Challenging AI opponent
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I would be interested in how your game turns out, desdinova http://forum.shrapnelgames.com/images/icons/icon12.gif For some examples with the below Data files: RacialTraits: No AI Choices, the game would error from Race general file. Tech Area: Game would error here as well from Race research calls. Components: the AI and human players would be unable to gain there specific design calls. Vehicles file: needed for AI balance mod portion of game, mine sweeping, late game balance. Also required to be unchanged for design calls. Facility file: is required for Race construction calls. Most Default_AI_Files same as above applies. CompEnhancement: some AI balancing Events: some redundant changes IntelProjects: some changes PlanetSize: Required for balance on some race issues. RepairPriorities: Identical Settings: Preference but with some required Specific related entry’s. With StellarAbilityTypes, SystemTypes and QuadrantTypes files in AI Campaign are designed and balanced for Finite play and to help keep the AI ahead of the resource degradation curb in SE4. AI Campaign does not utilize the vast amount of asteroids and moons as FQM does due to the AI’s inabilities to Robo mine asteroids in se4 and the added moons would only encourage the AI to land on more tiny planets not that that is a bad thing; in itself. Their is a balanced amount of Asteroids and moons in AIC currently that will help the Human Player and utilize Robo and Sat mining and hopefully not tip the scales to much in favor of the Human Player versus the Computer opponent. Now, with that stated http://forum.shrapnelgames.com/images/icons/icon7.gif I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign. [ March 05, 2003, 19:37: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Now this is what I would like to see http://forum.shrapnelgames.com/images/icons/icon10.gif When I got interested in SE4 these are the two mods that I found the most appealing. If I could get the best of both worlds ... http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: AI Campaign => For a Challenging AI opponent
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AND I am going to mention this wether PvK wants/likes it or not http://forum.shrapnelgames.com/images/icons/icon7.gif Which is in Fact my Favorite Game and I encourage you to play especially if you go Multiplayer with only a few to No AI Computer players. Proportions Web Site What AI Campaign does is add a series of my Mods to Proportions 2.52: AI BALANCE MOD TACTICAL FIGHTER MOD FINITE ECONOMICS MOD MULTIPLAYER LADDER HANDICAP MOD AI Campaign is basicly the Sum of above then optimized for Solitaire Play, Simultaneous Play, and Finite resources. http://forum.shrapnelgames.com/images/icons/icon12.gif [ March 06, 2003, 00:36: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
... is the AIC mod meant to be stand-alone or used with the Proportions mod?
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Re: AI Campaign => For a Challenging AI opponent
AI Campaign is a stand-alone model.
This introduces abilities for the AI player and Human Player with the Mods described below… 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. Finite modifications: helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign, and Introduces Imperial Trade, trade center Facility and Asteroid Resource Domes. Tactical Fighter modifications: 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. This makes for some interesting strategies and designs. [ March 06, 2003, 03:45: Message edited by: JLS ] |
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