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Re: AI CAMPAIGN ; Released
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Re: AI CAMPAIGN ; Released
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Type Colony ships is now selected from the ship SIZE drop down menu in Create. ~ A Colony Module is furnished and this could be used by some early Base strategies and late game Base ship options. Colony ships have differant tonage i.e. Rock 105, Ice 106 and Gas 107 this is for human player drop out purpases in a multiplayer game. ~ Thanks SJ. I amplified the text for the colonizer in Vehicle File and the Base Design Module in the components file... [ February 22, 2003, 12:21: Message edited by: JLS ] |
Re: AI CAMPAIGN ; Released
I have an impression that Religious tech is too weak now. Nature shrine must be level 3 to get any resource improvements and it is 1% only, best Talisman is just 20% bonus http://forum.shrapnelgames.com/images/icons/icon9.gif Well, it may be a good idea to get rid of "always hit" but why not add few more levels to reach, for example, 50% at very high research expence ?
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Re: AI CAMPAIGN ; Released
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Thanks, I will give 'Quarter damage to shields' a test.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think 4X damage to shields should remain a unique feature of Temoral Tech !! |
Re: AI CAMPAIGN ; Released
Are you sure Gestation vats work as you intended ?
30% bonus to GV 3 does _not_ increase reproduction by 30%, it gives reproduction rate of 30%. Thus if you have normal reproduction on your homeworld of 15%, with GV3 it will become 45% New homeworld in few years !!! [ February 23, 2003, 04:00: Message edited by: oleg ] |
Re: AI CAMPAIGN ; Released
"I think 4X damage to shields should remain a unique feature of Temoral Tech !!"
They're talking about quarter damage to shields. As in, 1/4, not 4. http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
Re: AI CAMPAIGN ; Released
What AI bonus suppose to be ?? I'm playing with medium bonus now and got mighty deppresed http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: AI CAMPAIGN ; Released
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Currant human Player options are from Traits Menu: - - TOP: *Human Player MUST SELECT here first* Description :=This choice alone delivers a moderate game. Human Player may mix options below. - 1: Human Player Opt 1 Description := Add for Easiest level: Increased Production and Point Bonus. - 2: Human Player Opt 2 Description := Add for Easy (Do Not use with Finite Games): Higher Proportions of Resources. - 3: Human Player Opt 3 Description := Moderate: Human players MAY take this for a game requiring more logistics. - 4: Human Player Opt 4 Hard: Human players MAY take this for 20% less recourses. - Above options may be mixed for your enjoyment. NOTE: BE sure to take at least *Human Player MUST SELECT* ~~~~~~~~~~ Oleg, Just the top selection will give you a moderate game , as is stated. With your experience you could take this choice. Option 1 and option 2 are for easy to extremely easy games. What trait setup did you use, did you pick any Human Player options? How many AI players are in your game? What turn are you in, if you choose just a moderate game (TOP Only) and you are for example: Less then 100 turns I doubt you could be ahead of the AI Players and just starting to pass the AI neutrals by then. By about turn 150 to 200 you should start moving towards the middle of the AI Player pack. Depending how many AI Players (game menu/players) are in your game you may never get to First place. Note: AI players not Nuetral players. Of course this is subject to many Variables. In example: Who is at war, What strategic state the AI may be in at the time you checked the score, does the gas AI have Gas planets near, is your exploration halted by a stubborn or Violent AI, etc. If you had a poor random startup give it another start! Will this be the prozac for your depression? http://forum.shrapnelgames.com/images/icons/icon12.gif If there is another issue, let me know by post or email. ~ Guys, if you want a basic Moderate player game just take the top selection. (*Human Player MUST SELECT here first*); Description :=This choice alone delivers a moderate game. I hope you did not pick the AI choices by accident... However, do not choose : AI 1 thru 4 Description := !ONLY AI SHOULD TO TAKE THIS TRAIT! Gives AI Balance Tech Or NEU Description := !ONLY AI SHOULD TO TAKE THIS TRAIT! For Neutral AI Pre-Game Point Set up. Excerpt from AIC Readme; “Now pick any racial traits that you desire. MP Level ladder Handicap choices are generally for Multiplayer games. In addition, take note that (AI 1 thru 4)! ONLY AI SHOULD TO TAKE THIS TRAIT! Please do not choose this, unless you want to get some funky results”. [ February 23, 2003, 18:38: Message edited by: JLS ] |
Re: AI CAMPAIGN ; Released
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[ February 23, 2003, 14:14: Message edited by: JLS ] |
Re: AI CAMPAIGN ; Released
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This may be high but please help me with the math. AI Campaign: Gestation vats III ; Organic Technology 6 Modify Reproduction – System :=30 Reproduction Check Frequency := 10 (every 10 turns) Empire Starting Percent Reproduction := 11 (Base Settings) Starting colony: 1 POP Poulation increase every 10 turns It may take a centuries to get it up to Homeworld populations, not a few years as you stated. (1 year equals 10 turns) ~ Now lets take a look at stock SE4: Replicant Center III: Organic Technology 6 Change Population – System := 40 Empire Starting Percent Reproduction := 11 (Base Settings) Starting colony: 1 POP Populations in this system will increase by 40M per turn = Which will reach a higher population in a few years ? ----------------- We know that a higher population equals a higher production rate. I felt a per turn increased in a mod that enjoys the a Population mass of 1000 is to great a stress on any non organic races, so by increasing Modify Reproduction to greater value the organics will still benefit from there cultural ways. So Replicant Center in this release is not in play, but a the large bonus that we discussed above was added to Gestation vats to offset. The Organic weapons tech is also lowered 25% (easier) start research to that of Crystal Weapons (relatively) to what you might be used to. This is my intent http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 23, 2003, 17:04: Message edited by: JLS ] |
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