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

Ceyan March 6th, 2003 05:58 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks, I figured it was a stand-alone from everything I'd read about it, but that Last post sounded like it might have been some sort of add-on.

JLS March 6th, 2003 06:17 AM

Re: AI Campaign => For a Challenging AI opponent
 
Yea, Ceyan
Its seems every response requiring a descriptions of AIC sounds like an advertisement so I tried to keep it short in the post you read! My fault… Basically I used proportions as a platform for my Mods. Which does help the AI in SE4 significantly as it states and still has more potential with updates to come...

Tactical Fighter mod is getting mix reviews for every player that loves it there is a player that is not comfortable with it, so it may be removed from AI Campaign and Re-released as an optional Add on MOD. I am going to wait a month or two as players may just need to get acclimated to the concept. And we fine tune it some more.

[ March 06, 2003, 05:18: Message edited by: JLS ]

Desdinova March 10th, 2003 09:35 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
one change i would like is to the large starliner. it is only 95kt and i think 100kt would be better. reason i say this is at 95kt it is unable to hold a solar collector or supply storage. what i am putting on it is bridge, 2 ls, 1 crew, 3 engines that takes up 80kt. the remain 15kt is not enough.

[ March 10, 2003, 19:35: Message edited by: desdinova ]

JLS March 10th, 2003 09:38 PM

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

Originally posted by desdinova:
JLS,
one change i would like is to the large starliner. it is only 95kt and i think 100kt would be better. reason i say this is at 95kt it is unable to hold a solar collector or supply storage. what i am putting on it is bridge, 2 ls, 1 crew, 3 engines that takes up 80kt. the remain 15kt is not enough.

<font size="2" face="Verdana, Helvetica, sans-serif">Good Point, I will take care of it!

Thanks, desdinova http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS March 10th, 2003 10:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
These are a few upgrades in the Next AI Campaign Update 2.02
============================================

Revised Mining OutPosts and Organic Domes.
Mining Complex same family upgrade from a mining Colony Facility:~Thanks, Grand Lord Vito.
Temporal Base Yards and Base yards cost adjusted: ~Thanks Grand Lord Vito.
Space Yard Tech: Early Tech cost lowered: ~Thanks, Forum feed back.
Large Star Liner needs room for Solar Collector:~ Thanks, Desdinova.
Increased Fighter Beam weapons Slightly: ~Thanks LAN
AI FINITE Tweaks:~ Many thanks for Time, Effort and Help of PsychoTechFreak tests with SE4batch tester.

Latest Additions (See edit date & time Stamp)

[ March 17, 2003, 19:43: Message edited by: JLS ]

Desdinova March 14th, 2003 09:06 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
quesion about the tech tree. are there gaps in techlevels where nothing is gained for 2 or more levels in certain techs, or am i just missing required techs in something else. an example would be advanced design techniques. i have level 5 and didnt get anything and when i look at level 6 it shows nothing available. also going to level 3 in military science and temporal studies shows nothing new available. (i am trying to avoid going in and reading the text files to learn the mod, i want to play this mod thru without "cheating". well other than starting off with a ringworld as one of my starting planets due to a mistake on my part).

edit: one bad part to the mistake is i am MEE. all my construction on homeworlds is going to ships just to blockade the 4 starsystems i control. but my research and intel points are keeping me ahead of the other races so i seem to be ok for now.

edit 2: plus my planets are now 0% resources since playing finite resources, if it wasnt for the resources generated by the culture centers i would be dead by now (again). i have reloaded this game from the beginning 4 times now. (finite resources suck, but i will defeat them yet, just can no longer create super mining stations in your mod so having to find another way)

[ March 14, 2003, 07:19: Message edited by: desdinova ]

PsychoTechFreak March 14th, 2003 10:03 AM

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

Originally posted by desdinova:
edit 2: plus my planets are now 0% resources since playing finite resources, if it wasnt for the resources generated by the culture centers i would be dead by now (again). i have reloaded this game from the beginning 4 times now. (finite resources suck, but i will defeat them yet, just can no longer create super mining stations in your mod so having to find another way)
<font size="2" face="Verdana, Helvetica, sans-serif">It is impossible to compensate the mineral sucking CCs unless you don't want to modify the starting resources to something like >10M and you research straight forward to value improvement plants. Even then, you have to scrap CCs in order to provide facility slots for some stacking value improvement plants. They have to be built as early as possible, because the value improvement is taken percentage-wise from the remaining resources. If they are down or near 0, there is no chance to get out of the shortage.

Proposal, for finite resources ONLY: CC's should have the ability of mineral value improvement, at least 1% (which is stacking with the other CC's). This would postpone the problem, but would not solve it.

Desdinova March 14th, 2003 11:14 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
the following spaceship design techs were automatically given at level 1 instead of level 0. large, heavy and massive. however i did have to research baseship. should they all be level 0 thus making us actually research them.

JLS March 14th, 2003 03:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by PsychoTechFreak:

Quote:

It is impossible to compensate the mineral sucking CCs
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed.
However, in AIC; Imperial Trade, truly does compensate with a Minimum income for Planets that have a Cultural Center and other Urban Centers (Communities, Cities, etc.) thru out the intire Finite game, for the Human Players! http://forum.shrapnelgames.com/images/icons/icon12.gif
~
Quote:

you research straight forward to value improvement plants. Even then, you have to scrap CCs in order to provide facility slots for some stacking value improvement plants.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, Value Improvement Plants is a good strategy; to win a Finite game.

However, the CCs already have a Resupply and Space Dock fundamentally built in. (please Right Click the first Cultural Center).

With that said.
You will have three facilities that are non-CCs to scrap to make room for additional structures on your Home World. So scraping CCs, is not really necessary!!!

The first two scrapes are a no brainier,

The third being the HW Space Yard, you really need to weight the benefits. (Depends on how many Base yards I have now. My fleet is about as large as near future income allows, with many other equations that must be weighed; as it applies to the current possibilities you are dealing with.)…

It also may not be advantageous playing a Natural Merchant or Worker in a Finite game http://forum.shrapnelgames.com/images/icons/icon12.gif

But you as a Player, makes the decision and choices in this game, and every new game; the path you want http://forum.shrapnelgames.com/images/icons/icon7.gif
~
Quote:

They have to be built as early as possible, because the value improvement is taken percentage-wise from the remaining resources.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed,
If Planetary Engineering path, is your decision then you must stay focused, because Finite Play is very unforgiving http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Proposal, for finite resources ONLY: CC's should have the ability of mineral value improvement
<font size="2" face="Verdana, Helvetica, sans-serif">By the designer giving (value improvement) a possible wining Strategy; to the Start of all games;
It takes a choice away from the Player and Limits a Peaceful path to Victory http://forum.shrapnelgames.com/images/icons/icon12.gif

John
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 14, 2003, 16:06: Message edited by: JLS ]

JLS March 14th, 2003 04:02 PM

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

Originally posted by desdinova:
JLS,
the following spaceship design techs were automatically given at level 1 instead of level 0. large, heavy and massive. however i did have to research baseship. should they all be level 0 thus making us actually research them.

<font size="2" face="Verdana, Helvetica, sans-serif">Opps, there it is http://forum.shrapnelgames.com/images/icons/icon10.gif

This is that randomizer thing, I was telling you about earlier. http://forum.shrapnelgames.com/images/icons/icon12.gif
~
This is normal and Yes, you will have to research Base Ship Design; in this AIC game Version!
As you can see it is not to Big of a cost at this projected level. http://forum.shrapnelgames.com/images/icons/icon7.gif
~
It sounds to me, you are doing Excellent in your AIC game!!! http://forum.shrapnelgames.com/images/icons/icon7.gif

John
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 14, 2003, 14:15: Message edited by: JLS ]


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