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

QBrigid May 13th, 2003 03:30 PM

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

Originally posted by JLS:

I sent a copy of Desdinova’s Medium Level Tech start game ideas. Please give it a test drive, it has some neat ideas.

<font size="2" face="Verdana, Helvetica, sans-serif">Desdinova has the MedLevel Start set perfect for No Warp games. I am Ready to start another No Warp game, now that I know what I want to do.

[ May 13, 2003, 14:32: Message edited by: QBrigid ]

Desdinova May 13th, 2003 08:57 PM

Re: AI Campaign => For a Challenging AI opponent
 
wish i could take credit for it, but JLS had to go back and modify my file to work properly with no warp. all i did was try to up the starting techs to 25% of max for mid level games. but i am trying no warp again and see if this game the other races will try open warppoints.

Desdinova May 14th, 2003 12:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
a question was brought up in this POST about the images. would there be an objection to sending your graphics and have them added to the huge graphics files. i know it would mean having to go thru all the files and renumber them which i would be glad to help with.

[ May 13, 2003, 23:06: Message edited by: DESDINOVA ]

JLS May 14th, 2003 03:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
Agreed, Desdinova, however it may be best now we complete AI Campaign, this way we will know what will be in v3.00, and what may be tossed. If you would like, we can consider this at a latter date.

As it stands now, the pic files are a modest 49kb per pic. With a total AIC download time under 10 minutes at 44.0 Kbps standard dialup.

Also ALL/MOST the files in AIC; the Basic se4 descriptive info have been deleted, right from AIC’s very first Release. This over all saves a very big chunk of space and reduces the full AIC download time, under 10 minutes at 44.0 Kbps standard dialup. If a player wants to read any of the redundant data, he may go to any of the original se4 files.

[ May 14, 2003, 15:18: Message edited by: JLS ]

JLS May 14th, 2003 03:43 PM

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

Originally posted by QBrigid:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by JLS:

I sent a copy of Desdinova’s Medium Level Tech start game ideas. Please give it a test drive, it has some neat ideas.

<font size="2" face="Verdana, Helvetica, sans-serif">Desdinova has the MedLevel Start set perfect for No Warp games. I am Ready to start another No Warp game, now that I know what I want to do.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Desdinova, has done a great job with the AIC tech file, and it will work great, when a Player wants to start an AI Campaign game with a lot of assorted techs as an option, with Desdinova's improved Medium Tech Level start game option, one can http://forum.shrapnelgames.com/images/icons/icon12.gif

As it is now, v2.90 the AI is set up for a default and Med Tech starts in any AIC style game. This will work fine.

Desdinova, is taking it to the next level; and is still adding more options to that file; to enhance the Human Players experience in AIC, however this will also require some AI reprogramming, and it all should be released with the full complement of se4 races; in AIC v2.91 http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 14, 2003, 14:53: Message edited by: JLS ]

Fyron May 14th, 2003 08:13 PM

Re: AI Campaign => For a Challenging AI opponent
 
Drone Jacketed Photon Engines do not become obselete.

Basic Life Support has 2 abilities, but it's num ablities line says 1, so the combat penalties are unused.

[ May 14, 2003, 19:38: Message edited by: Imperator Fyron ]

JLS May 14th, 2003 11:49 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks Fryon http://forum.shrapnelgames.com/images/icons/icon7.gif
You have the eyes of a hawk http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 14, 2003, 22:51: Message edited by: JLS ]

JLS May 16th, 2003 06:48 PM

Re: AI Campaign => For a Challenging AI opponent
 
=====================
AI CAMPAIGN v2.90 UPGRADE
=====================


May 01, 03

Conceptual:
NEW* Commercial Income Value assigned on some facilities with AIC Finite Module.
NEW* Organics are abundant and Radioactives are more rare in the AIC Universe. However all Industrial Space yards always receive priority of all goods.

Improved* Finite Friendly (Dual plus) Race Class CCs~ DESdinova
Lowered some AI's income in the AI Balance Module .
Revised some Imperial Trade Income Values for AIC Finite Economics Module.
Some revisions in AIC Tactical Fighter Module.
Lowered Some AI Mine Sweeping Abilities in AIC AI Balance Module.
Adjusted AI (theoretical AI intertraded) Colonizer Modules in AIC AI Balance Module.
Lowered AI Open Warp distance in AI Balance Mod.
Human Player Evolution rate increased about 10-20% overall.
Added AIC General Trait-Tie Racial Construction to Settlements.

Facilities:
NEW* Racial class Settlements.
NEW* Planet Lore for the Organic Race.
NEW* Religious Culture Center for the Human Player.
Revised Urban Family Progressions and costs.
Added another Nature Shrine Level for Religious Races.
Added more Abilities to all Culture Centers.
Increased level 2 and 3 Research Facilities about 25%.
Lowered Construction cost of Resupply Depot 20%
It is also faster to build a Space Port also about 25%.

Components:
NEW* Repair Base Station Component's ~ Des and PTF
NEW* Miniaturized Life Support replacing HLS ~ PTF
NEW* Fighter Solar Collector ~ LAN
NEW* Engineering Section ~ Krsqk
NEW* Sick Bay.
NEW* Basic Crew Quarters.
Added two new early Warp Open Components for Human Players.
Extra levels for the Combat Bridge ~ GLV
Revised some Fighter Weapons and Tech Requirements ~ GLV
Added Fighter shield level with all revised sizes ~ Oleg
Added Fighter Armor ~ Oleg
Revised SYS Component Repair ~ PTF
Revised Some Structure KT Sizes ~ PTF
Gestation Vat Fix ~ PTF
Medium Tech Starts Fix ~ Des
ECM VII fix ~Des
Lowered Supplemental Colonizer Module size.
Drone Launcher cargo increased.
Lowered cost and time to build for Ring and Sphere World as well as most productive SM Components.
Revised Robo-Mining Base and Ship Mining Vessels; More Profitable.

Interface:
House Keeping near Finished now with most Components and Facilities Organized.
When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions.

AI Files:
Slight Randomization of a few AI personalities.
I normally do not post any AI specific changes, as not to spoil some surprises.
Changed a few Political accept system AI entries~Sundevil

Notes:
No Warp style games optimized:
Reduced Sizes and Costs on some Stellar Manipulation Components.
Planetary Engineering back to se4 default tech tree.
The added research 25% expedites research time some what faster for No warp or isolated games .
Revised some AI Stellar Manipulation techniques.
Tweaked AI Research and Const Vehicle Files. (Most races are staggered, they all do not open warps at or near the same time actually some are very late openers now)
Two new Warp Open Components starting at SM Tech ONE. Opens you up to all the Systems with in your Home Cluster (6-12 systems) when Playing either Galaxies map. SM 3 will get you to the next Cluster. Note: AI initially warps its original home Cluster as well.
~
~

[ May 16, 2003, 23:15: Message edited by: JLS ]

JLS May 17th, 2003 12:14 AM

Re: AI Campaign => For a Challenging AI opponent
 
=====================
AI CAMPAIGN v2.91 UPGRADE

~now available for download~
=====================


Conceptual:
Increased the ability for the AI to have a few more ships in the LATE GAME.
Increased over v2.90 for the AI only; to warp in No Warp Point Games a few more years.

Facilities:
Added Orbital Repair Ability to General CCs.
Added University of Psychic Studies to the Psychic Culture Center ~ QB.
Added Abilities for the Metropolis and World Cultural Center.
Fixed Typo on the Religious Settlement ~ GLV.

Components:
Fixed Drone Jacketed Engine ~ Fryon.
Fixed Basic LS ~ Fryon
v2.91a Lowered ALL Sick Bays Medical PreReqs.
Increase the effectiveness of the Religious Talisman.

Interface:
Inhanced Medium Tech Game Starts ~ Designed By Desdinova.

AI Files:
Space Empires Race Complement fully Completed.
Praetorian Designs ~ GLV
v2.91a Toltayan Designs ~ GLV
Sallega Designs ~ QB

Disadvatage AI = Ship Yard 2 raised to SY Tech 3
Disadvatage AI = Does not receive Warp Openers at SM 1
Disadvatage AI = It is now somewhat easier to capture some of the AI Ships.
Slight Randomization of a few AI personalities.
I normally do not post any AI specific changes, as not to spoil some surprises.

Notes:
Medium Tech Game Starts ~ Designed By Desdinova.
Allowing the Human and AI players to start the game with some advanced techs. This will make for a faster game. Great for LAN and PBEM games.

v2.91a includes Toltayan.

Systems have been named after some of those who contributed to AIC. If you wish your named removed, please E-Mail to Sullivan_JohnL@msn.com

----------------
DOWNLOADS

Please download AI Campaign v2.91a Complete if you never received your copy.

~~~

AIC Version 2.91a Upgrade files only. (Size; only 426kb)
Updates ALL AIC Versions
.
( Will break existing AIC saved games)

~~~

AIC Version 2.91a Patch files only. (Size; only 426kb)
Updates AIC v2.90 only .
(Will NOT break existing AIC v2.90 saved games)

[ May 16, 2003, 23:27: Message edited by: JLS ]

mottlee May 17th, 2003 12:41 AM

Re: AI Campaign => For a Challenging AI opponent
 
Well I needed a reason to start a new one http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS May 17th, 2003 07:50 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks, Mottlee.

Yea, I remember, the server gave you a hard time downloading that friday. http://forum.shrapnelgames.com/images/icons/icon8.gif

Thank you for giving it another try http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 17, 2003, 18:51: Message edited by: JLS ]

mottlee May 17th, 2003 09:38 PM

Re: AI Campaign => For a Challenging AI opponent
 
No Prob.... http://forum.shrapnelgames.com/images/icons/icon10.gif

QBrigid May 22nd, 2003 02:51 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, what is next for AIC?

AI Campaign v2.91 has completed the se4 races and finalized No Warp games.

JLS May 23rd, 2003 05:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
Next, we need to increase the pace of AIC a little more.

This can be accomplished by increasing research on all Urban Centers; Communities, Cities etc. reducing the construction time for most Urban Centers http://forum.shrapnelgames.com/images/icons/icon12.gif

Tweaking the AI and balancing the opening game a little more in favor of the Human Player.

Finishing the house keeping and any typos still left.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 23, 2003, 16:37: Message edited by: JLS ]

Grand Lord Vito May 24th, 2003 03:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
NEXT for AIC.

The AI does play well with no bonus games and is a fun challenge in No Warp Games with a bonus set to low http://forum.shrapnelgames.com/images/icons/icon7.gif

However, the AI can be very tough with any even a low bonus, in all but No Warp games. Will you be able to tone the AI down when the AI receives a low or mid bonus in other games?

Although the AI does not handle strategic movement well, will you be adding a strategic fighter move module?

Does the AI in AI Campaign, handle games that are {started with only colonize your planet type} games?

oleg May 24th, 2003 04:00 PM

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

Originally posted by Grand Lord Vito:
NEXT for AIC.

The AI does play well with no bonus games and is a fun challenge in No Warp Games with a bonus set to low http://forum.shrapnelgames.com/images/icons/icon7.gif

However, the AI can be very tough with any even a low bonus, in all but No Warp games. Will you be able to tone the AI down when the AI receives a low or mid bonus in other games?


<font size="2" face="Verdana, Helvetica, sans-serif">It can be done by suppling a new set of AI files tuned to the no-bonus game. But they will handicap a "bonused" AI too much. Tweeking AI for a Propotion' type mod (AIC is the one) is not easy. You must live with the AI on steroids and consider it as an honorable challenge to your mankind http://forum.shrapnelgames.com/images/icons/icon7.gif
(Have you ever saw a movie with a good guy holding an advantage over the evil antogonist? )

[ May 24, 2003, 15:03: Message edited by: oleg ]

JLS May 24th, 2003 07:19 PM

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

Have you ever saw a movie with a good guy holding an advantage over the evil antogonist? )
<font size="2" face="Verdana, Helvetica, sans-serif">Excellent point, Oleg http://forum.shrapnelgames.com/images/icons/icon12.gif

~~~
Oleg is correct, if the AI vehicle construction file was changed so that the AI would make less ships and bases initially, but this may lead to a deficiency of ships and bases late in the game and what if the AI must defend itself versus a determined Human Player or even intimadate another AI Player early in a game.

GLV, I also played an AIC No Warp game with the AI set for a Low Bonus and it was a very winnable, but a hard challenge http://forum.shrapnelgames.com/images/icons/icon12.gif
~

The AI Bonus, was originally set up to be used, in reference with AIC, so that when we played LAN games the AI will be better balanced.
For Example.
No Multiplayer ~ Bonus set to NONE.
LAN with 2-3 Human Players and 4-6 AI Players ~ Bonus set to LOW.
LAN with 3 or more Human Players and a few AI Players ~ Bonus set to Med or High.

As it is now (v2.91) with no bonus, the AI plays the experienced player a really good game.
Nevertheless, this is of little help to the New AIC player with a little se4 experience and the AI from AIC can be overbearing.

I am testing ways now to increase AI Campaigns pace and increasing the speed of Human Player evolution.

Slowing even hampering the AI Players (early) evolution so the AI Players will have less potential in none bonus game. Thereby creating the same effect as the AI player plays now; but in LOW bonus starts. Reserving AI medium and high bonus for Multiplayer game balance.

This above, with the existing Human Player racial options One and Two should set a positive tone for all new Players to AIC. http://forum.shrapnelgames.com/images/icons/icon7.gif

=

I am not sure if or when we should implement strategic move for fighters, it is simple enough to add to AIC.
However, I enjoy playing Proportions MOD in Multiplayer with friends and there is were Strategic Fighters, are at its best.

=

The AI absolutely handles the [Colonize Home Planet Type only ] starting game settings very well, indeed. Perhaps to well, in AI Campaign.

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

[ May 24, 2003, 19:17: Message edited by: JLS ]

JLS May 30th, 2003 07:30 PM

Re: AI Campaign => For a Challenging AI opponent
 
=====================
AI CAMPAIGN v3.00 UPGRADE
=====================


Exponentially increases Game Play.
AI Bonus Levels, and Strategic Fighters added


Conceptual:
Tripled starting research totals for the Human Players.
NEW* Strategic Fighter Movement as a (free) trait option and can be removed for multiplayer.
Revised AIC Tactical Fighter Mod to incorporate Strategic Fighters (More equipment is now be added).
AI is now less over bearing in None and Low computer Bonus games.
AI sweeps fewer mines in None bonus games. (Human player Mine fields are more effective early)
Metropolis and higher urban centers complete with orbital repair.
Human Players Evolution Increased.
Slowed AI Players Opening game Evolution.
Slightly slowed AI Players Middle Game Evolution.
Increase to the AI Players Late game Evolution.

Vehicles:
New* Large Starliner (To increase games Colony expansions)
Ships image in Extras folder.

Facilities:
Increased research for most Urban Centers.
Decreased construction times for some Urban Centers and Research Facilities.
Easier to Build and upgrade Multiple Levels of deferent types of Urban Centers at the same Time.
New* Added Urban Center level.
New* Racial Cities.
Revised AIC Religious CC for multiplayer considerations.
Lowered Construction Cost for Space Ports.

Components:
Religious Talisman can be placed on a variety of vehicle types.
Resupply Pod fixed ~ QBrigid
NEW* SM 1 Create Small Sized Planet, for the Human Players.
Lowered some additional non-destructive Stellar Manipulations Components Costs.

Interface:
Reduced the remove Tech options list as not to inadvertantly break AI and for a neater look.

AI Files:
Slight Randomization of a few AI personalities.

Notes:
Increased the beginning sy construction rates slightly for new colonies.
Lowered Med Starliners Tech Requirement (enters Game earlier.To increase games Colony expansions)
Lowered research of Computer Techs to se4 default of 50k.
Reduced un-Mothball rate, so too break even is about one year.

Computer Bonus that is set for Default=NONE: AI plays very well.
Computer Bonus that is set for Low: AI is a challenge.
Computer Bonus that is set for Medium: AI is Very challenging.
High Computer Bonus. (Recommended For some Multi Human Player Games)
Tweaked most AI Files.

AI Campaign plays smooth and develops faster now in LAN multiplayer games, with AIC v3.00.

----------------
DOWNLOADS

Please download AI Campaign v3.00 Complete if you never received your copy.

~~~

AIC Version 3.00 Upgrade files only. (Size; only 215 kb)
Updates ALL AIC Versions
.
v3.00 is a FULL upgrade. ( Will break existing AIC saved games)

~
~~~
~

[ May 30, 2003, 19:40: Message edited by: JLS ]

QBrigid May 31st, 2003 12:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
I have been playing all night, how do I stop http://forum.shrapnelgames.com/images/icons/icon10.gif

How does AIC v3 play with a High Tech Cost start?
Is at the same pace as v2?

Grand Lord Vito May 31st, 2003 06:01 PM

Re: AI Campaign => For a Challenging AI opponent
 
QBrigid, I could be wrong but the research progression when playing a game with High Tech settings looks about the same as v2.xx. Are you still playing your games in No Warp?

I am still playing my old 2.91 Finite game, tonight I am going start a new regular game with 3.00.

[ May 31, 2003, 17:05: Message edited by: Grand Lord Vito ]

Grand Lord Vito May 31st, 2003 06:06 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, you did not rename and package the Medium Starliner in the extras folder.
That’s all we have to do is rename the old large starliner to medium?

QBrigid May 31st, 2003 08:31 PM

Re: AI Campaign => For a Challenging AI opponent
 
GLV, I like the slow steady pace and the not knowing of NO WARP games. I also like the nice slow pace of AIC v2. Now is a good time to start a High Tech Cost game, since my best planet was just wiped out by a level 3 plauge http://forum.shrapnelgames.com/images/icons/icon9.gif

Spoo June 1st, 2003 07:23 AM

Re: AI Campaign => For a Challenging AI opponent
 
The portraits for the starliner and large starliner provided in the extras folder are too big. They are 200x200 pixels while they need to be 128x128. I haven't checked the other images.

[ June 01, 2003, 06:25: Message edited by: Spoo ]

Grand Lord Vito June 1st, 2003 02:04 PM

Re: AI Campaign => For a Challenging AI opponent
 
I agree Spoo, the close up of the AIC supplied Star Liners, sure are close.
What I did, was to barrow another Transport set from a different Race Set that is not playing in my games.
My personnel Ship set is Earth Alliance.
Also, from the Rage Ship Set:
The small Transport is perfect for the Small Starliner
The Large Transport is perfect for the Large Starliner
With the new Medium type Star Liner in AIC. The Colonizer works great for the Medium StarLiner, from the Rages Ship Set http://forum.shrapnelgames.com/images/icons/icon12.gif

QBrigid, I do like the faster pace of AIC v3.00. Its No Warp games that are to sloooow http://forum.shrapnelgames.com/images/icons/icon10.gif
Do you also play both Finite and No Warp at the same time, QB? Let us know how your game is going.

JLS, I played a game Last night with Crystal Tech. Do you think they now need a Facility boost?

I also like the new Strategic Fighters addition.
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS June 1st, 2003 06:17 PM

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

Originally posted by Spoo:
The portraits for the starliner and large starliner provided in the extras folder are too big. They are 200x200 pixels while they need to be 128x128. I haven't checked the other images.
<font size="2" face="Verdana, Helvetica, sans-serif">Yea, the Supplied [extras] Star Liners are basically still the way I received them;~ Spoo.
When Atrocity has some time, he may make a set of Star Liners for all Basic se4 Races, I also think Dogscoff may have something in the works. http://forum.shrapnelgames.com/images/icons/icon7.gif

Any ship set designers want to volunteer, to help out, with some new Star Liner designs?
---
Quote:

Originally posted by Grand Lord Vito: JLS, you did not rename and package the Medium Starliner in the extras folder.

I played a game Last night with Crystal Tech. Do you think they now need a Facility boost?

I also like the new Strategic Fighters addition.
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Consider it done. I will take care of the Star Liners tonight.

Partially in agreements here, although the Armor Skip is an advantage in this armor latent Mod and were good Maintenance modifiers are also the premium, the Crystals could use a little boost to make up for the restructured distribution of the Crystalline Restructuring Plant rates.

Crystalline is usually my racial choice in most games, and I find that they play well. However, they can be beefed up for Finite play, this way the Religious trait is not always the alternate trait choice, in Finite.
How about we add a Crystalline (RAD) Value Improvement Plant, at a reasonable Crystalline Technology requirement, 1=1%, 3=2% and Tech 5 = 3% ; For Planet radioactive value improvement.
What are your thoughts?

Thanks, the Strategic Fighters are a fine addition to AIC. http://forum.shrapnelgames.com/images/icons/icon7.gif
---
Quote:

Originally posted by QBrigid:
my best planet was just wiped out by a level 3 plauge http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Don’t you just hate that, I bet you will have a new found priority in building system Bio Hospitals;~ QB. http://forum.shrapnelgames.com/images/icons/icon10.gif
~
~~
~

[ June 01, 2003, 17:37: Message edited by: JLS ]

Grand Lord Vito June 1st, 2003 10:52 PM

Re: AI Campaign => For a Challenging AI opponent
 
The Crystalline Value Improvement Plant sounds like a fair boost.

JLS, the AI seems to play a fair game with no bonus, is there a way to slow the AI's early expansion down a little for the AI low and medium starts?

[ June 01, 2003, 21:55: Message edited by: Grand Lord Vito ]

JLS June 2nd, 2003 11:35 AM

Re: AI Campaign => For a Challenging AI opponent
 
Sure GLV the AI expansion can be programmed, they seem reasonable now.
It may be perceived differently from game to game, if you are boxed in-between a couple of Rock AIs and if they are Aggressive then yes, they will expand quickly.

I have a few LAN pals that like to colonize early, as long as they do not crowd me, I let them go. It applies to the aggressive AI in AIC as well; you will have to compete for planets when next to an aggressive AI. Do not give unwarranted Military agreements where they will just use your refueling bases to expand even further. Build mine and sat fields at choke points, back them up with a fleet and or base and then ask the AI for a peaceful treaty reduction that will keep them out of your Systems and space (non aggrssion) for example. However, timing is everything. The most aggressive, merchants and trader AI's wants (refueling rights) treaties; so expect them to eventually fight for more territory. Even a soft fight can cost you a system or two http://forum.shrapnelgames.com/images/icons/shock.gif

Aggressive AI races in AIC are not Violent by nature, they emulate the Human Player that likes to build a lot of Colony ships and Colonize like Crazy. True, this gives them an advantage, and if the aggressive AIs get to powerful via Planets=ship count, I will trim there AI files so they won’t have the quantity or possibly the quality in the mid or late game ships. For example the Terrans colonize prolifically, yet there ships Primary Weapon is still the DUC for the most part, yes the Terran AI have a lot of Planets but there ships may be a little weaker.

With every AIC addition, there is a chance to unbalance one or even all the AI so we all keep a close look at this (one race rules all, at all times) if this is spoted, let me know and I will tweak that race. I also have noticed in a few games that the Amonkrie may be too quick out of the gate and I have an eye on them as well.

Thanks for the feed back;~ GLV http://forum.shrapnelgames.com/images/icons/icon7.gif
The next AIC Version (v3.01), I will tweak for a slower expansion rate in Low and Med bonus games http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 02, 2003, 11:16: Message edited by: JLS ]

oleg June 2nd, 2003 05:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, who is Fryon you mentioned in credits ? You even has a star with the name Fryon http://forum.shrapnelgames.com/images/icons/icon7.gif

More serous business: "normal" cultural centers have reproduction bonus of 2. Organic cultural center has bonus of 1 http://forum.shrapnelgames.com/images/icons/icon9.gif Surely it should be bigger ! Since only the highst value is used, organic races have no benefit.

JLS June 2nd, 2003 10:30 PM

Re: AI Campaign => For a Challenging AI opponent
 
You have a Point;~ Oleg.

Starting Organic Races Population Modifiers = 3
General Population Center = 2
Agrarian Cultural Center = 1

Organic Race Specific = 8 Possible.
Medical Lab=1-3
Gestation Vats=1-5

Total Organic Population Modifiers possible = 11.
Plus another possible 5 from below. Total of a possible (was 17) now 18 when in the Home System.

- - - - -

Starting Population Modifiers for other races = 2.
General Population Center = 2.
Total of a possible (was 7) 6 when in the Home System.

- - -

All Players also may add to Population Modifiers by constructing = 5 Possible.

Bio Med Hospital Facility =1-3
Metropolis=1 Megalopolis=1 New World Cultural Center=2.

===
AIC Empire Starting Percent Reproduction := 11
AIC Reproduction Check Frequency := 10
===

Thanks, Oleg. Absolutely, I will invert the Agrarian to (2) and the General Population Center to (1).
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 02, 2003, 21:49: Message edited by: JLS ]

oleg June 3rd, 2003 09:08 PM

Re: AI Campaign => For a Challenging AI opponent
 
I think it would be a good idea to raise a starting storage from 50k to 80k in settings.txt. Very often I got overboard without any chance to build new storage facilities ( yes, i do have several base space yards frantically building ships, but still...)

All fighters' racial tech. torpedoes look too blant - same numbers expept for cost. I know, we must keep balance, but why not for example reduce the damage of organic torpedo and proportionally increase firing rate ? Or make temporal torpedo do half (or may be even third) but skip shield as well ?

JLS June 3rd, 2003 09:54 PM

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

Originally posted by oleg: I think it would be a good idea to raise a starting storage from 50k to 80k in settings.txt. Very often I got overboard without any chance to build new storage facilities ( yes, i do have several base space yards frantically building ships, but still...)
<font size="2" face="Verdana, Helvetica, sans-serif">I just tested your 80k suggestion and it looks very good, Oleg, and this really does not take away from the overall desired economics struggle.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

All fighters' racial tech. torpedoes look too blant - same numbers expept for cost. I know, we must keep balance, but why not for example reduce the damage of organic torpedo and proportionally increase firing rate ? Or make temporal torpedo do half (or may be even third) but skip shield as well ?
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed.
Maybe we should look at the total balance of all none fighter weapons, of all the races. The races that may have a disadvantage could gain a little on Fighter weapons, what are your thoughts on this method of balance?
~
~~
~

[ June 03, 2003, 20:54: Message edited by: JLS ]

Grand Deceiver June 4th, 2003 03:19 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

I am hoping to make a foray into making my own mod and have spent a lot of time comparing notes between the some of the major mods out there.

I noticed something new in yours that I have not see in TDM-MOD or PROPORTIONS. Fighters, and Ship\Base\Sat\WeapPlat\Drone

Ships, : TDM, PROP, AI
Planets, : TDM, PROP, AI
Ships\Planets, : TDM, PROP, AI
Ships\Planets\Ftr\Sat\Drone, : TDM, PROP, AI
Seekers, : TDM, PROP, Not in AI
Ftr\Sat\Seekers\Drone : TDM, PROP, Not in AI

Fighters :AI only
Ship\Base\Sat\WeapPlat\Drone :AI only

Question is: Can you modify the weapons target sets? Add new types of targets?
Ie.. Planets\Drones? Make one that targets Troops only?

Thanks for the help.

Phoenix-D June 4th, 2003 07:25 AM

Re: AI Campaign => For a Challenging AI opponent
 
weapon types are not moddable. Nothing listed in the TOP part of any file is moddable, nor is the ability.txt file.

QBrigid June 4th, 2003 03:17 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by QBrigid:
my best planet was just wiped out by a level 3 plauge http://forum.shrapnelgames.com/images/icons/icon9.gif
Quote:

Don’t you just hate that, I bet you will have a new found priority in building system Bio Hospitals;~ QB. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">It was the nasty Fazrah that hit the planet with a Bio weapon. Just after it broke its agreement with me http://forum.shrapnelgames.com/images/icons/icon8.gif

QBrigid June 5th, 2003 02:18 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS.
We have two nagging questions http://forum.shrapnelgames.com/image...s/confused.gif

Why is it that your AI in AI Campaign does not scrap its bases?

AND

What specifically causes the AI to switch from exploration to infrastructure?

JLS June 5th, 2003 04:21 PM

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

Originally posted by QBrigid:
JLS.
We have two nagging questions http://forum.shrapnelgames.com/image...s/confused.gif

Why is it that your AI in AI Campaign does not scrap its bases?

AND

What specifically causes the AI to switch from exploration to infrastructure?

<font size="2" face="Verdana, Helvetica, sans-serif">Regarding AI BASES:

AI may at some points in the game scrap some Base Ship Yards. Rarely if ever a Defense Base in AI Campaign.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Retrofit Max Percent Difference in Cost := 60 was se4 default 50%...
This is 10 percent more and helps the AI.
Actually, Human Players CAN and DO take short cuts to beat the default 50% by Staggered retrofitting, so I gave the AI a little compensation http://forum.shrapnelgames.com/images/icons/icon12.gif
~
Quote:

Follow-up posted by Oleg:
AIC AI has construction_vehicles file optimized for non-bonused game so the problem with scrapging does not really come up. It still underutilize the available resources in bonused games though.
This is what I think. Could be wrong of course.
<font size="2" face="Verdana, Helvetica, sans-serif">Oleg is correct, AIC AI Construction Files are optimized for None Bonus Games and hopefully with enough versatility for most scituations that the AI will get into.

If the AI interprets that it no longer needs ships from its predefined Construction file in the near future, it may scrap a Base Ship Yards over the Home World. This is usually a good thing because when the AI decides to build/replace with the next Base Ship Yard when it changes thru the AI States in AIC, as the result may/should choose to build one BSY at a Colony that has a free Ship Yard Facility operating on that Planet. There by extending the AI’s Frontier range and overall possibilities.
This will also free up the Colonies with a Planet SY to build Units and Facilities.
. http://forum.shrapnelgames.com/images/icons/icon12.gif

This is important to achieve the above results. The goal for the AI designer is to try to have the AI build/Replace it’s Base Ship Yards before the AI could build ships or Defense Bases, in this way assisting all that AI Planet SY Facilities and the Empire in a whole.
The AI designer can assign this for his/her AI in that AI's Vehicle Construction File http://forum.shrapnelgames.com/images/icons/icon12.gif

Please refer to any AIC - AI Players, (not Nuetral) Vehicle Construction File.

~

~TIP~ It is also important in the AI Planet Types File, that you do not assign the AI a Colony that Builds a Planet Ship Yard Facility to early if it can be helped. There by increasing the chance the AI will build the Colony with the Planet SY assigned in another System other then the Home System, and then the next Colony with a Planet SY assigned again in the Next System from the Last, repeatedly.
This way, attempting to extend the AI’s Frontier range and possibilities.

~
~~
~

Regarding AI States:

Quote:

Originally posted by QBrigid:
What specifically causes the AI to switch from exploration to infrastructure?
<font size="2" face="Verdana, Helvetica, sans-serif">IF the AI is in the Exploration State and IF=(n) THEN the AI may switch to the Infrastructure State.

1: Other Players Seen & Enemy Near
2: Other Players Seen & No Unexplored System Nearby

I hope this is of help, QB.
http://forum.shrapnelgames.com/images/icons/icon7.gif
~
~~
~

[ June 05, 2003, 20:07: Message edited by: JLS ]

JLS June 5th, 2003 06:32 PM

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

Originally posted by oleg:

AIC AI has construction_vehicles file optimized for non-bonused game so the problem with scrapging does not really come up. It still underutilize the available resources in bonused games though.
This is what I think. Could be wrong of course.
<font size="2" face="Verdana, Helvetica, sans-serif">With respect for the AI Players, "underutilize the available resources":

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

If by turn 500 the leading AI Players have 300 Plus War Ships, and by turn 1000 it may now have many more Warships, while still building units and token facilities/upgrades.
What of turn 1500, 2000 and up in non-Finite games, that a Human Player may want to reach. If that is how long it takes for that conclusion http://forum.shrapnelgames.com/images/icons/shock.gif

This without the prospect for any further Resource Extraction Facilities or upgrades, fighting the good fight, these leading AI must be capable of operating in red for long stretches of time.

Please remember, the AI resource management in AI Campaign is optimized for a good competitive Finite Game Solo or multiplayer against this AI. The AI must be prepared for a possible conclusion to exceed well over 1000 turns in Finite http://forum.shrapnelgames.com/images/icons/icon12.gif
As such in a non-Finite game, the majority of AI players in your game may operate totally in the Black, and this is never a bad thing http://forum.shrapnelgames.com/images/icons/icon7.gif

~

Also, please note, a large Resource income surplus by the AI has very little effect for that AI, other then encouraging him to stay with our designed Colony (Planet Types) choice File.

Where it can benefit, is in your Trade with this AI Player in both Research and Resource http://forum.shrapnelgames.com/images/icons/icon12.gif
Would you not agree?

[ June 05, 2003, 20:26: Message edited by: JLS ]

JLS June 5th, 2003 10:42 PM

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

Originally posted by QBrigid:

It was the nasty Fazrah that hit the planet with a Bio weapon. Just after it broke its agreement with me http://forum.shrapnelgames.com/images/icons/icon8.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I agree, the Fazrah can be Nasty in AIC, they equip there ships with Biological Weapons early, starting with Frigates… http://forum.shrapnelgames.com/images/icons/icon10.gif

Trust the Fazarah; as you would trust the Xiati or the Bobroba http://forum.shrapnelgames.com/images/icons/icon12.gif

Asks your self, is this Alliance to my best interests.

Always think it through before accepting any Partnership at all, with any AI in AIC as you would with another Human Player.

The Serine and Friendly Races may not directly bite you, but there is nothing stopping them from giving your charts to other Players…
Does this sound familiar in some of your past Multiplayer experiences?
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 05, 2003, 22:12: Message edited by: JLS ]

cybersol June 6th, 2003 12:30 AM

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

Originally posted by JLS:
IF the AI is in the Exploration State and IF=(n) THEN the AI may switch to the Infrastructure State.

1: Other Players Seen & Enemy Near
2: Other Players Seen & No Unexplored System Nearby

<font size="2" face="Verdana, Helvetica, sans-serif">Hello, JLS. You seem to have learned a lot about the AI state switching. Could you look over this thread? If you know a lot more about this, I would love to hear it. Maybe you could summarize what you know and post a cheatsheet on AI states. Any assistance would be appreciated!

JLS June 6th, 2003 01:21 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thank you, Cybersol http://forum.shrapnelgames.com/images/icons/icon7.gif

A detailed list on probable AI reactions to scenarios can get quite extensive.

If you have a few AI related scenario questions in mind, please, by all means post, and we will see what you and I can come up with.

In regards to the thread you outlined below, it appears Mephisto and others already answered your Posts.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 06, 2003, 00:26: Message edited by: JLS ]

Grand Deceiver June 6th, 2003 01:41 AM

Re: AI Campaign => For a Challenging AI opponent
 
Hi JLS,

Quick question, In your Facility.txt you have

"Trade Center X".
Ability 1 Descr := Trades for much needed resource types with High Exchange Rates. However most races may trade at more of a Bargin.(only 1 facility per Empire effective).

How do you get it to be only one per empire? Can you make components only X per empire?

Thanks

oleg June 6th, 2003 01:54 AM

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

Originally posted by QBrigid:
JLS.
We have two nagging questions http://forum.shrapnelgames.com/image...s/confused.gif

Why is it that your AI in AI Campaign does not scrap its bases?
...

<font size="2" face="Verdana, Helvetica, sans-serif">Certainly, JLS can answer this more accurately, but I think I have a good idea :

The working hypothesis now is that AI does not recognize its bonuses when decides to scrap ships. Thus, if AI is programmed to build more ships than it can support in no-bonus game, it start to scrap them in bonused game despite having a positive influx of resources (AI still wrongly "thinks" it is in the minus zone). It can be "fixed" by nerfing the construction files but then AI will build only a handfull of ships even in a high bonus game.

AIC AI has construction_vehicles file optimized for non-bonused game so the problem with scrapging does not really come up. It still underutilize the available resources in bonused games though.
This is what I think. Could be wrong of course.

oleg June 6th, 2003 01:56 AM

Re: AI Campaign => For a Challenging AI opponent
 
double post http://forum.shrapnelgames.com/images/icons/icon9.gif

[ June 05, 2003, 15:26: Message edited by: oleg ]

JLS June 6th, 2003 04:36 AM

Re: AI Campaign => For a Challenging AI opponent
 
This is a good question, and only an astute se4 fan would catch this. http://forum.shrapnelgames.com/images/icons/icon12.gif

The key word is effective … It would be pointless to build more then one Trade Center for your Empire and this is worded to instruct new Players only to build ONE for their empire.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 06, 2003, 03:46: Message edited by: JLS ]

JLS June 6th, 2003 04:44 AM

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

Originally posted by cybersol:

Hello, JLS. You seem to have learned a lot about the AI state switching. Could you look over this thread? Any assistance would be appreciated![/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Cybersol;~ I left a few Posts behind on your thread.

I hope they are of some help.
http://forum.shrapnelgames.com/images/icons/icon7.gif

LINK >>> AI State Thread <<<

[ June 06, 2003, 03:47: Message edited by: JLS ]

Grand Deceiver June 6th, 2003 04:49 AM

Re: AI Campaign => For a Challenging AI opponent
 
Dang..you had me all excited there as I was already planning on becoming famous for some really nifty components that there could only be x amount of per empire.

Oh well...back to the rowing bench for me. See if I try to point out a new landmass on the horizon again!! http://forum.shrapnelgames.com/images/icons/icon10.gif

On another point...could you take a look at my post a few positions down? Im still a lil confused..I still think you have a few weapons targets that do not appear in the other mods.

Keep up the good work...btw...I HATE SLOW SHIPS!!

JLS June 6th, 2003 06:35 AM

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

Originally posted by Grand Deceiver:

Keep up the good work...btw...I HATE SLOW SHIPS!!

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, I will scroll down and get that reply to you.

Well, it looks like Propulsion is the Tech for you then http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS June 6th, 2003 07:25 AM

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

Originally posted by Grand Deceiver:
JLS,

I am hoping to make a foray into making my own mod and have spent a lot of time comparing notes between the some of the major mods out there.

I noticed something new in yours that I have not see in TDM-MOD or PROPORTIONS. Fighters, and Ship\Base\Sat\WeapPlat\Drone

Ships, : TDM, PROP, AI
Planets, : TDM, PROP, AI
Ships\Planets, : TDM, PROP, AI
Ships\Planets\Ftr\Sat\Drone, : TDM, PROP, AI
Seekers, : TDM, PROP, Not in AI
Ftr\Sat\Seekers\Drone : TDM, PROP, Not in AI

Fighters :AI only
Ship\Base\Sat\WeapPlat\Drone :AI only

Question is: Can you modify the weapons target sets? Add new types of targets?
Ie.. Planets\Drones? Make one that targets Troops only?

Thanks for the help.

<font size="2" face="Verdana, Helvetica, sans-serif"> Regarding Fighters

Ftr\Sat\Seekers\Drone

This is added to the (Armed) Fighter Cockpit in AIC, to increase all fighters’ success with Fighters and Satellites fields and not adding to the stacking against war ships.

This is very handy assisting the assault on the AIs planets, by pinging missiles. AI Planets tend to be a very Missile rich environment in AI Campaign.

It helps only marginally against drones…

The Human Players Turreted cannon also once had this ability but it proved to be devastating to all Missiles. Therefore, it was removed and the anti-Fighter spread is all it accomplishes now, and it does this job pertinently very well, and again with out an increase in the Fighters Stacking abilities against ships.

Now, with Anti Fighter and Anti Sat Covered, I am able to add Weapon Reload Rates for the entire Primary anti-Ship; Fighter Weapons arsenal. With this done, I believe this has reduced the cursed Stack effects of fighters a bit.

~

Regarding Some Specs in se4
Sorry, as it stands now, any changes to the set:

Vehicle Type, Custom Group, Ability X Type, Ability X Val 1, Ability X Val 2, Weapon Type, Weapon Target, Weapon Damage at Rng + 20. And any change in the data base layout itself will have no effect or error out on you.

I hope this is of some help;~Grand Deceiver
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 06, 2003, 06:31: Message edited by: JLS ]

JLS June 6th, 2003 07:39 AM

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

Originally posted by Grand Deceiver:
Dang..you had me all excited there as I was already planning on becoming famous for some really nifty components that there could only be x amount of per empire.

Oh well...back to the rowing bench for me. See if I try to point out a new landmass on the horizon again!! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Actually there is an ability that is reserved (basically) as a function like this, but this is my secrete http://forum.shrapnelgames.com/images/icons/icon10.gif

[ June 06, 2003, 06:40: Message edited by: JLS ]

Desdinova June 6th, 2003 08:10 AM

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

Originally posted by JLS:
This is a good question, and only an astute se4 fan would catch this. http://forum.shrapnelgames.com/images/icons/icon12.gif

The key word is effective … It would be pointless to build more then one Trade Center for your Empire and this is worded to instruct new Players only to build ONE for their empire.
http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">building more than one facility is effective if you need minerals. i have not checked the most recent Version as i have been on the road but from what i remember of Version 2.x the trade center generate a certain amount of resources each turn. so does the system mtce facility and one or two others. so in finite resource games or just ones where you need a few extra resources and you have the space then building these facilities would benefit you.


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