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Re: AI CAMPAIGN ; Released
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History: Version 1.70: 7. Changed - Engine Damaging Weapons no longer skip shields. http://forum.shrapnelgames.com/images/icons/icon7.gif Again thanks, this is good advise! http://forum.shrapnelgames.com/images/icons/icon7.gif . ~ "RE:Sorting your components by type in components.txt Re: Small arms troop weapons". Absolutely housekeeping on the Text file descriptions are in order. I probably will be vague still on AI specific component and facility abilities still as to add a little in Game mystery for the players that don’t want to peak at the Data files http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 23, 2003, 16:59: 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 </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hmm... Yes, removing of replicant centers makes 30% replication bonus reasonable. Now Organic races must build race-specific buildings in Home World system only for maximum benefits, reducing overall bonuses of Organic race. Yes, the numbers make sense. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI CAMPAIGN ; Released
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- - </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I meant the AI bonuses from race start-up menu: medium is the one that gives AI 3X for production/research/construction. My estimate is that without any bonuses AIC AI have about 60% edge over humans. With medium Ai bonuses it translates into "high AI bonus" (5X )in normal SE. For myself I took "medium difficulty" (penalty for supply) and "supply geezers" (30% supply penalty) The gameplay remainds me our current space exploration status: Mars expedition uses all oil reserves http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 23, 2003, 23:17: Message edited by: oleg ] |
Re: AI CAMPAIGN ; Released
Still, I have grave reservations about Armed cockpit/turret cannons. Missiles are already useless in late game. Now with fighters shhoting down seekers... I just don't know http://forum.shrapnelgames.com/images/icons/icon9.gif
I understand that you tried to give variety to fighters design - intersepters, bombers, etc. But in fact you reduce it ! All players, regardless of race set-up, are forced to produce hordes of identical interceptors. There is no variety in anti-fighter design whatsoever ! I might be wrong, but whoever has more 1AC+2TC interceptors will win all fighter battles. This is just my first impressions of course, did't have much time to test it. ____ Description of Atmosphere converter III should list 10 years, not 105 ! I almost freaked out looking on it. http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 23, 2003, 23:32: Message edited by: oleg ] |
Re: AI CAMPAIGN ; Released
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Clearly all the Organic facilities and most other race-specific facilities will greatly enhance Systems out side home: Gestation Vats will multiply population much faster then a non organic race. Medical Labs will help prevent plagues and in general keep the population happier. To name a few. [ February 24, 2003, 13:42: Message edited by: JLS ] |
Re: AI CAMPAIGN ; Released
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I encourage you to test this; it currently may have none to very little effect on AI long term. Also notice that the time for the AI to build a Colony Ship or any Vessel is the same regardless of the Computer Player Bonus. We usually play Computer Player Bonus at its default (none). However you have a good Point. Future MM upgrades will have to be recognized. [ February 24, 2003, 14:30: Message edited by: JLS ] |
Re: AI CAMPAIGN ; Released
http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif
You mean it is designed to have a challenging AI opponent when played with "none" bonus !!??? And I tried it with "medium"... AFAIK, you are wrong about bonus effect on ship building : "bonus" multiplies production, research AND construction rate by a factor of 2(low), 3(medium) and 5(high). Even if AI homeworld build cheap ships one per turn, what about base space yards ? The also receive construction bonuses. |
Re: AI CAMPAIGN ; Released
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I encourage you to test this; The effect on AI long term. Yes, We usually play Computer Player Bonus at its default (none)... However if you feel the AI needs to get an additional boost, then by your means, go for it. But it may just hurt the AI in Finite Games! But it is best to start AI Campaign with defaults, (finite on or off optional), to see what its about. At default the AI will build gradual as the Designer intended with the Vehicle Construction files. The non default setting you are referring to also does not directly help the AI in other Abilities that AI Campaign is accomplishing. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues, low level Master Computers to name a few. |
Re: AI CAMPAIGN ; Released
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~ http://forum.shrapnelgames.com/images/icons/icon7.gif Believe me, I do appreciate you taking the time to test and to help with this. The TACTICAL FIGHTER MOD is new to AIC and is in its infancy http://forum.shrapnelgames.com/images/icons/icon7.gif _______ Re:Description of Atmosphere converter III". ~ Absolutely, I am working on the housekeeping now as we speak http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 24, 2003, 15:39: Message edited by: JLS ] |
Re: AI CAMPAIGN ; Released
Revised the Items that were posted by Oleg and Suicide Junkie and Mail.
I am Testing patch now and will be available Wednesday PM./Edit: End of week. The Patch will Not break existing games! ___________ 1: System Gravitational Shield facility (human tech 2 to 1) 2: Nature Shrine weak (enhanced slightly) 3: Fighter Torpedo Weapon Families (different families) 4: Tweaked AI to better utilize Computer Players Bonus options! Thanks Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~~ 5: "Population Life Support Module”, "CDM" listed twice as abilities. 6: Ionic Shield Generators (Obsolete) 7: Removed Cargo of 2 from most Components! Thanks SJ http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~~ 8: Lowered Point-Defense on the Turret Cannon. 9: Added higher Levels to Talisman tops at 50% Thanks Oleg and Emails http://forum.shrapnelgames.com/images/icons/icon7.gif 10: Space Yard Facility cost lowered substantially. Inline with SE4 Base. 11: Research increased slightly for Communities and Cities. 12: Revised Pre-reqs for Recourse Sats. 13: Added Organic Replicant Center 14: Resource Dome Compartment (reduced space taken) Many Thanks Mailers http://forum.shrapnelgames.com/images/icons/icon7.gif Tidying up many descriptions. Thanks for the E-Mails, Keep them coming! Sullivan_JohnL@msn.com ~~~~~~~~~~~~~~~~~ I really would like more of your input on The Tactical Fighter Mod, Please…. Concept? Weapons? Armed Cockpit (Point-Defense) Turreted Cannon (Point-Defense) I would be grateful, thanks. [ February 26, 2003, 21:50: Message edited by: JLS ] |
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