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-   -   AI Campaign => For a Challenging AI opponent (http://forum.shrapnelgames.com/showthread.php?t=8703)

mottlee July 8th, 2003 02:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, Mine FYI up-date....restarted to test the data you had sent so far no war http://forum.shrapnelgames.com/images/icons/icon9.gif but the AI seems to be building sweepers into the fleets now, I will keep you posted.

JLS July 16th, 2003 05:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
HI, everyone.

I am back from vacation, and I will answer all Posts, PMs and Emails…

There will be another update AIC soon http://forum.shrapnelgames.com/images/icons/icon12.gif

Good to be back onboard http://forum.shrapnelgames.com/images/icons/icon7.gif

HercMighty July 29th, 2003 07:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
Any update?

Makinus August 4th, 2003 12:34 PM

Re: AI Campaign => For a Challenging AI opponent
 
I noticed that mining and refining components can be put in starbases but farming ones can't.... is this proposital?

In my AI Campaign games, ehn i start in Medium technology level, i found a viable strategy to build Mining and Refining bases around planets that i cn't or don't want to colonize...

But i can't create Farming bases.....

Other thing: you can't put cargo compnents in starbases? Is this proposital too?

Thanks

JLS August 6th, 2003 05:34 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by HercMighty:
Any update?
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry about the AIC update not being released as of yet.
I have been slammed at work, and have not tested the changes through, as of yet.

Did rearranged the facilities to be in sequence from the Last update fixed some typos reduced the range of the Bio Weapons and tweaked the Fighters as well as several AI growth tweaks that need to be tested for play balance still, however.

It should be ready in a few weeks, and thanks for your patience, this is the busy time for my industry.

John

[ August 06, 2003, 16:36: Message edited by: JLS ]

JLS August 6th, 2003 05:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Makinus:
I noticed that mining and refining components can be put in starbases but farming ones can't.... is this proposital?

In my AI Campaign games, ehn i start in Medium technology level, i found a viable strategy to build Mining and Refining bases around planets that i cn't or don't want to colonize...

But i can't create Farming bases.....

Other thing: you can't put cargo compnents in starbases? Is this proposital too?

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">Hi Makinus.

The Habitat Domes is the next best way to harvest Organics outside of your Colonies.

Cargo bays for Star Bases maybe a good introduction, however the AI will not use this option efectivly, so we will have to test this for play balance.

oleg August 6th, 2003 05:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
Size 5 and restriction "no more than 2" for satellite armor is rather inconvinient.
For example, i want to make a missile satellite : size 80, 10 goes to core, 50 to missile. Rest is 20. Now I can use only 10 for armor and remaining 10 is basically lost - there is nothing usefull for missile satellite.
Please, double size and hit points for satlleite armor !

oleg August 7th, 2003 06:26 PM

Re: AI Campaign => For a Challenging AI opponent
 
I am surprised with poor AI weapon platform designs.
For example, oragnic races (xi'chung, drushoka and ukratal) build WPs with CSM I when they have seeking parasite III http://forum.shrapnelgames.com/images/icons/icon9.gif Is it on purpose or you did't optimize WP designs ?

Makinus August 8th, 2003 09:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?

Thanks

oleg August 9th, 2003 01:35 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Makinus:
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?

Thanks

<font size="2" face="Verdana, Helvetica, sans-serif">You must edit VehicleSize.txt file. Change "modified maintanence cost" ability to what you like.

If you are playing with bonused AI (don't try higher than low ! http://forum.shrapnelgames.com/images/icons/icon10.gif ), decreased maintanence will have almost no effect on AI, it is already overproduce resources and AI' number of ships is directly regulated by construction.txt file and not by available resources. Besides, since humans and AI have different shipsize entries, you can modify only humans' or AI' ships !


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