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Re: AI Campaign => For a Challenging AI opponent
as Originally posted by oleg:
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With some additions of new maps, and with QB along with others recommending that initial open warp radius to be increased by 1 LY for AIC 4.0 it is proposed. AIC 4.0 proposed changes SM I ~ Increased from 3 LY to 4 LY - AI Players has no opertunities. SM II ~ Increased from 5 LY to 6 LY - AI player also at 6 LY. SM III ~ Equals se4 first Open Warp of 10 LY - AI Players also at 10 LY In addition, some Players may prefer to play AIC No-Warp with the [Technology Cost] start option to LOW for a change in pace. http://forum.shrapnelgames.com/images/icons/icon7.gif - - - - Quote:
Small StarLiner starts at Speed 2 then Speed 3 at Quantum Engines I. Cargo Potential is 1100kt Medium StarLiner Speed 2 with Contra Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 2100kt Large StarLiner has Speed of 2 With Photon Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 3100kt In addition, with Propulsion Experts also as one of your trait all speeds will be increased by one sector traveled - - - - Quote:
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[ September 18, 2003, 21:54: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Small StarLiner starts at Speed 2 then Speed 3 at Quantum Engines I. Cargo Potential is 1100kt Medium StarLiner Speed 2 with Contra Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 2100kt Large StarLiner has Speed of 2 With Photon Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 3100kt ...[/quote] Oh, no, that my comment was about building cheap starliners with no Pop. module that can make long travels with speed 1 instead of 2 because of "auto speed =1 when out of gas" SE feature. I don't think it can be rectified but I am perfectly happy with current AIC starliner design. |
Re: AI Campaign => For a Challenging AI opponent
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[ September 19, 2003, 00:20: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Actually as I recall, Last year I sent him an Email with word that was 3 pages long he is truly a good sport
LOL I will remember that http://forum.shrapnelgames.com/images/icons/icon7.gif (you too when i send YOU a 3 pager http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
as Originally posted by Alneyan:
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It is always wise to have a Mixed bag of Satellites to help defend along with your Minefield. Certainly with this AI, and as with playing against Human Players; you will be the constent need to shore up this static defensive position with a Fleet, Carriers, Fighters and Bases even Drones at your ready; as time passes and your opponent also gets stronger http://forum.shrapnelgames.com/images/icons/icon12.gif ~ ~ ~ With AIC 4.0 as discussed earlier; the AI Player will have less effect with mines and will be subjected to more of our cruelty http://forum.shrapnelgames.com/images/icons/icon7.gif It is also planed to Implement Suicides Junkies suggestions in regards to Mines in general. However the trusty Human Player Minesweeper will still be in play - - - - Quote:
With out the CBEC on their CC for the NON-Religious Human Players Home System, this may have some interesting results if the Hero’s Epic is not used. Agreed 90 for high, it may just be AIC 4.0 High Event setting, the Human Player can throttle this back with a heroes Epic, if and where desired. This also may be a good setting for the SP Human Player that wishes to start with 18 plus total in-game Players. Other wise Medium of 50 will give a good and moderate frequency for events that also could be throttled up with a heroes Epic, if and where desired - - - - Quote:
O my Heroes Epic http://forum.shrapnelgames.com/images/icons/icon10.gif it will take a lot of recall to put all this in perspective. We did discuses this many months ago I will put together a rudimentary presentation together. With that, I do expect you to pick it apart http://forum.shrapnelgames.com/images/icons/icon7.gif so we all can address some of the modifiers. How we perceive they may quantify and how one facility may now supercede that facility but that’s ok because the superceded facility has this neat thing that may benefit all. However, this is only as long as that facility is built, but then again, if or when this is done the modifier will be ~ http://forum.shrapnelgames.com/images/icons/shock.gif ~ - - - - Quote:
Actually, it gets upsetting when they convert that asteroid to a planet and then rush their colonizers to them. When you see an AI Planet Creators in your Asteroid belts, start building Colonizers. Alternatively, just attempt to capture a few if the prize warrants this. Additionally, for example, your static defenses have been constructed and well prepared for some time now then all of a sudden some Science or Engineering AI Player opens a back door and alas, the flood gates are now opened; with this the may-day klaxons are sounded for the total recall of the fleet to protect the mother land If you plan on Blowing up one of their Planets or a Star with tectonics; you will barely have enough time to do this with most or their older and well established systems, and it is very doubtful you will succeeded at the AI Players Home System. In addition, as the game progresses it will become more and more difficult for the unscrupulous Human Player to Systematically close your friendly and trusting AI Players Warp Points, and Late in the game it may be come difficult to open alternate warp points to their Systems. This list can continue but lets save a few more surprises for you; from this AI Quote:
1: For Population Transport and comfort: With the Pop Module that will also serve as the ships Life Support. Please Note: Population Module is designed with a cost intent as to demand the need to establish Organic-farming Planets to continue and/or accelerate your growth. You may have 1 Supply Storage or even better most players install 1 Solar Collector with this you will travel almost any distence or add some additional Cargo space there may even be a few more options as well. AIC 4.0 will also introduce a RAM Scoope http://forum.shrapnelgames.com/images/icons/icon12.gif 2: As a freighter: With no Pop Module installed and just the basic Life Support installed; you have all the options above. With the benefit of 975kt to nearly 3000kt of minimum cargo space (depending on Starliner Hull size) to haul any freight without the mounting costs of Organics from the Pop Modules… Transport Hulls, with the right Cargo tech level and for the right price, make for a great Population carrier. They will also get you there much faster. Sat, Mine Layers and Dome Launchers that are not tasked; also make for a great Cargo Ship. [ September 19, 2003, 00:57: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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The AI Player uses the same engines as the Human Player, and basicly Travels at the same speed with most of its warships. There are a few ships for example: Colonizers and Transport that have been given or have retained default speeds so they may make way thru Black Holes and other stellar obstacles more efficiently http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That is a part of roleplaying the non-connected game I think. You have no idea about any aliens, you just build a new and fascinating device. Of course you would try iton low Earth Orbit http://forum.shrapnelgames.com/images/icons/icon10.gif Only a true paranoic would tow it to Mars first http://forum.shrapnelgames.com/images/icons/icon7.gif I certainly won't - I just can't wait another month to see if the bloody thing - that costs a fortune - works http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: AI Campaign => For a Challenging AI opponent
Yes, that is a typo in the description, and is a result of me making changes when tweaking a previous release and not changing that description accordingly.
Makinus thanks http://forum.shrapnelgames.com/images/icons/icon7.gif Good eye, if you find any more description off; please post or Email so I may be sure this was attended to for AIC v4.0. http://forum.shrapnelgames.com/images/icons/icon12.gif John |
Re: AI Campaign => For a Challenging AI opponent
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However, opening warps a to a few opponents that leads back no mater how many systems, directly over your Home World only makes for a Last stand and that will be so much easer for your opponent and less time for you to recover or even diplomacy; as your HW may become Blockaded or even captured. With few to no options left. http://forum.shrapnelgames.com/images/icons/icon7.gif Not to mention if this was just a recon in force from a friendly AI Player, the damage is done, he did not know what was on the other side of that Last warp, tif he could only say “well sorry about our ships attacking your Home World” >”it not to late for a trade agreement is it” http://forum.shrapnelgames.com/image...s/rolleyes.gif If you open Warps over your Home World and then stack Warp points in other system; theoretically your opponents can attack in one turn from the other side of the map to your Home World in one turn with no worry about its fuel supply. Repeating the worst case, but very possible scenarios above. As it is today with some successful military doctrines, you may consider a blocking, diVersions, and or holding actions. Before contact and well before your opponent can approach your best terrain. = = = A possible strategy; but may come back to bite you. With first contact, maybe if we give a new friendly or serine AI Player the copy of your Home System Charts, as a token. He may avoid your HS with a large force if it knows what it is, this may be worth a try if you find that the above scenarios may come into play http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 19, 2003, 16:18: Message edited by: JLS ] |
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