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Re: AI Campaign => For a Challenging AI opponent
Originally posted by desdinova:
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This was very controversial with the LAN group that tested AIC , the first time. When they accepted it, I revised the tech tree a little and they really like it, not knowing again the best research course, This went on with every AIC upgrade that they tested. It added something new and challenging that kept their interest, (just a little more)! I did the same with some of the AI personality’s… I may continue this slight randomizer: (research and AI personality) a little, with future AI Campaign upgrades. (an AI (gaoap) setting to 18% from 15%) will make a slight difference in your next game, with some AI’s diplomacy! “not exactly knowing what seed, will bear the best fruit”.! Of coarse all, with in some reason! ~ Quote:
What turn are you in? ~ Quote:
Thanks, you are right if it wasn’t for Imperial Trade on Culture Centers and other Urban Centers (Communities, Cities, etc.) it may be totally impossible. Actually, in a Finite game “super mining Complexes” will just drain your resources even faster. Some keys to success is asteroids mining with Out Posts, Organic Domes and Refining Stations! All Planetary Systems should have at least one asteroid field, all Sparse Planetary Systems have much more Asteroid fields. There are the familiar Asteroid Belts, but they may not be in every cluster and in a Finite game these belts, are worth defending and most certainly going to war for http://forum.shrapnelgames.com/images/icons/icon12.gif “For those who control the Spice, control the Universe” John http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 14, 2003, 14:20: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
at work i am on turn 2047.1...also noticed that shield generators 4,5,6 and phased shield generators 2,3,4 are all listed in ship design screen even with list only latest available option on.
at home i havent played for a while. |
Re: AI Campaign => For a Challenging AI opponent
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I will look into it. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
When I am finished with the game I have going now, where I am playing the diplomat, my next game, I want to play Finite, it looks like a real challenge and I am an accountant, so by what I have read, lets see how I do.
Can you look at Ablative armour, when that upgrades designs to 6 ok, but it showed 4 in componant design. Now, it looks fine 1-6 ??? |
Re: AI Campaign => For a Challenging AI opponent
I look forward to the conclusion of the infinite game you have going now.
I received your 781 turn game file. Thank You. Why have you not explored the Eastern half of the Quadrant? When and how do you plan on making your move to solidify your position and to strike one of the AI players, I noticed that Drushocka shows no great affection towards you? ~ Starting Monday the Local LAN group and I are starting a new FINITE game, to look at some balance Issues, so if you can hold off your Solo Finite game until after next week, I could sure utilize your expertise and input if any changes are made. ~ I will also look into Ablative, please Email me on exactly what you observed in the Design Component available for use scroll? Thanks John http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 16, 2003, 17:02: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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The shields are staggered to help the AI choose the best available, I will tinker with the only latest available option; so others may be hidden. Thanks for the Heads Up. John http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 16, 2003, 17:08: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
ok, that makes since, i can see why the ai would need the different ones, i also noticed that about the ecm. i just noticed that the size of the ecm increases once certain levels are researched and it is a good thing that they are listed seperately as a destroyer cannot really hold the larger ones and still carry sufficient weapons. i like that it lets the larger ships help offset their penalties by giving components that they can carry but smaller ships wont necessary have room for. that armored structure is great, allows ships to take more punishment. but the increased minerals, and thus maintenance costs, i noticed nearly bankrupted me until i caught on. a destroyer with 5 of the ultra armored structure level 2 and the rest of the components costs over 10,000 minerals.
i really need to manage my fleets and resources better. (just what i need a game that reminds me how bad i am at resource management in reality http://forum.shrapnelgames.com/images/icons/icon10.gif ) edit. just to see how the tech looks at higher levels i have started a game with all the tech and have a few questions. 1. starbase baseyard V has constuction capability of 2000 per turn but temporal baseyard III only has capability of 1500. since temporal baseyard 3 is the most advanced tech it is the one that shows when i use show only latest. thus we actually lose out on this. 2. shield generator 1 is 30k but sg 2 and above are 40kg, this is also true in the basic game, thus when upgrading ships i have to remove components to get the benefit of level 2. can either level one be change to 40kg or the others changed to 30kt? 3. point defense ship mounts are larger than small ship mounts but do less damage. is the point defense supposed to be a smaller mount than the small ship mount? edit: i guess it could be larger to take into account the extra targeting capabilities the pt def mod, as it is +40 to hit where as the small ship mount is only +10. [ March 17, 2003, 06:19: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
desdinova:
Armor Structure is Based from SE4 and refined in Proportions. PvK, if I am not mistaken is paving the way in all Armor categories and with AWESOME results! http://forum.shrapnelgames.com/images/icons/icon7.gif Yes, high level Armor; can do a number on the AI as well! ~~~ Quote:
One reason is that Temporal Technology yields not only the traditional facilities but will present Temporal Yards in the normal course of the Temporal research path. I felt that if any Player wanted to make a maximum effort in ship yard construction, that Player should be rewarded with the highest construction output for BSYs. http://forum.shrapnelgames.com/images/icons/icon12.gif ~ Quote:
Shield 1, auto upgrade as with the standard se4 procedures. Sure all shields can be lowered to 30kt, I have not given this much thought. What do you suggest? John http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 17, 2003, 15:03: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
1: temporal spaceyard, the problem i have is when i auto upgrade it replaces the regular spaceyard 5 with temporal spaceyard 3 which has the lower production, it was thinking tsy might be changed to another family or tsy3 set below the sy5 as most recent.
2: again with auto upgrade, the sg1 when is upgraded to sg2+ it says i have gone over the limit for the size of the ship by 10kt for every sg1 upgraded. just to avoid this problem i would suggest making the sg1 40kt just like the other shield generators. i have already done this with the games i am playing, but i am not sure if others have experienced this problem. i may be the only one who just hits upgrade and does not design upgrades from scratch for all i know, or others may not bother with lvl 1 shields. [ March 17, 2003, 20:48: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
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Temporal Lvl 3 BSY increase output (250 per) with next and Last upgrade to BSY Lvl 5 BSY! Thanks, desdinova http://forum.shrapnelgames.com/images/icons/icon7.gif John http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 26, 2003, 14:53: Message edited by: JLS ] |
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