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

oleg June 11th, 2003 12:06 PM

Re: AI Campaign => For a Challenging AI opponent
 
Sun Devil, AI does not need Space Yard Tech at all !

Take a look at "AI Space Yard":
---------------------------------------------------------------
Name := Space Yard Facility I
Description := Large indusrial Facility for this planet which allows the construction of ships and assists infustucture.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 7000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Ship Construction
Tech Level Req 2 := 1
Number of Abilities := 6
Ability 1 Type := Space Yard
Ability 1 Descr :=
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1500
Ability 2 Type := Space Yard
Ability 2 Descr :=
Ability 2 Val 1 := 2
Ability 2 Val 2 := 1500
Ability 3 Type := Space Yard
Ability 3 Descr :=
Ability 3 Val 1 := 3
Ability 3 Val 2 := 1500
Ability 4 Type := Component Repair
Ability 4 Descr :=
Ability 4 Val 1 := 10
Ability 4 Val 2 := 0
Ability 5 Type := Palace
Ability 5 Descr :=
Ability 5 Val 1 := 1
Ability 5 Val 2 := 0
Ability 6 Type := Supply Generation
Ability 6 Descr := Can generate unlimited supplies each turn for ships.
Ability 6 Val 1 := 0
Ability 6 Val 2 := 0
-------------------------------------------

See, there is NO requirement for Space Yards ! Just Ship Construction.
I don't know what is going on with your game. Is it possible AI have not been set up with
"AI balance tech" ?

General Woundwort June 11th, 2003 03:08 PM

Re: AI Campaign => For a Challenging AI opponent
 
Just looking over your new toys in this mod, and I was struck with an idea (and boy, did it hurt http://forum.shrapnelgames.com/images/icons/shock.gif ), either for this mod or another one...

Perhaps the psychic abilities could be split into two separate braches, both available for purchase with racial points (maybe 1000 or so)...

TELEKINETICS - would have most of the "psychic weapons" as currently developed, plus some new ones like Psychic Shielding & the like.

TELEPATHS - would have the evil icky Allegence Converter, your Psychic Intel projects and facilites, and some other sundries.

Whadyathink?

JLS June 11th, 2003 03:13 PM

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

Originally posted by General Woundwort:
TELEKINETICS and TELEPATHS
Whadyathink?
<font size="2" face="Verdana, Helvetica, sans-serif">Sounds like a real neat idea, for your new mod, that seems to be moving along very quickly. Way to go, General Woundwort http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 11, 2003, 16:57: Message edited by: JLS ]

QBrigid June 11th, 2003 03:21 PM

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

Originally posted by General Woundwort:
Just looking over your new toys in this mod, and I was struck with an idea
<font size="2" face="Verdana, Helvetica, sans-serif">JLS, how long have you been working on AIC?

[ June 11, 2003, 14:35: Message edited by: QBrigid ]

JLS June 11th, 2003 03:26 PM

Re: AI Campaign => For a Challenging AI opponent
 
Over ONE YEAR, in about 6 stages http://forum.shrapnelgames.com/images/icons/icon10.gif
In earnest, almost non-stop since my Thanks Giving Vacation 2002.

There is a lot of labor in AIC and it has been a challenge and a lot of fun to do http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 11, 2003, 14:29: Message edited by: JLS ]

JLS June 11th, 2003 03:43 PM

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

Originally posted by General Woundwort:
Just looking over your new toys in this mod, and I was struck with an idea ~ another one...

your Psychic Intel projects and facilites, and some other sundries.

Whadyathink?

<font size="2" face="Verdana, Helvetica, sans-serif">That is a lot of things to take, I prefer if most would wait before they Emulate from AI Campaign or its AI Balance Module that gives Abilities to the AI or The Tactical Fighter and Finite Module; for thier MODS.

EDIT: Would perfer they would assist in the final weeks of AIC (v4.00. July, 2003 http://forum.shrapnelgames.com/images/icons/icon7.gif

After that, I plan on a new project with a Totaly different Game. http://forum.shrapnelgames.com/images/icons/icon12.gif

Continued commitments, with AI design assistance with other se4 Mods with friends here, and I will always plan to have support for AIC.

[ June 11, 2003, 16:56: Message edited by: JLS ]

SunDevil June 11th, 2003 06:46 PM

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

I figured out the problem. Like I said in the past, I made my own mod based on your mod. So everytime you come out with an update I just change the things you have mentioned in the new Version post. Somewhere along the line I must of changed ai space yards not rely on ship construction and make it the same as the player's requirements. With six seperate mods integrated and this being the first issue after three months I think is pretty good. Sorry if I came off like an a-hole I was just pissed off about losing a 400 turn game. I do have an idea of how hard it is to test this game because of the thirty something files involved not including the ai races, everytime you come out with an update, I literally have to go through all the data files to make sure I get your new changes and don't overwrite one of my revisions. Thanks again for the feedback and the great mod, and thanks for everyone pointing out that I am blind and didn't see the spaceyards for the ai rely on ship construction. http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS June 11th, 2003 07:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
Not a Problem, at all SunDevil http://forum.shrapnelgames.com/images/icons/icon7.gif

You are and have been one of the largest contributors to AI Campaign.

If you take a Look at the System Names file in your AIC Data folder, you may be in for a surprise.

It is not every Body that has a Solar System named after him, SUNDEV http://forum.shrapnelgames.com/images/icons/icon12.gif

Again, if you feel that something is not right, or could be better, POST as you have. We need this, look at the result, Many took a look at the files and as a result I have had about 12 emails with ideas and with several Posts here http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks again, for your help with the new Psychic Intel and the Political Files for the Xiati in AIC. We look forward for more. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 11, 2003, 18:37: Message edited by: JLS ]

General Woundwort June 11th, 2003 07:50 PM

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

Originally posted by JLS:
That is a lot of things to take, I prefer if most would wait before they Emulate from AI Campaign or its AI Balance Module that gives Abilities to the AI or The Tactical Fighter and Finite Module; for thier MODS.
<font size="2" face="Verdana, Helvetica, sans-serif">(Shrug) just a thought.

[ June 11, 2003, 18:51: Message edited by: General Woundwort ]

JLS June 11th, 2003 07:58 PM

Re: AI Campaign => For a Challenging AI opponent
 
I would really like to help out with yours next month and we can put something together for your AI from AIC, sound like a Plan?

This way, we all can test and get a feel for your facilities, components and Human Player stuff, for your Mod, General Woundwort and you will have a sooner release date http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 11, 2003, 19:54: Message edited by: JLS ]

HercMighty June 11th, 2003 11:32 PM

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

Are any of the reports at the end of the FAQ thread relevant to AIC? I am putting together a Space Empires IV together for reference.

JLS June 12th, 2003 12:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
Good, question, HercMighty http://forum.shrapnelgames.com/images/icons/icon7.gif

YES, most of the FAQ is relevant to AIC. As with most MODs, however, AIC does modifies the Original DATA file for se4. For example the only way for the AI have some Abilities to help it along and have it later drop when playing Finite, or to have Tactical Fighter Movement and encompass Finite Economics, is to reprogram the Data and AI files.

Some Mods use special Weapon or Facilities that may not be in FAQ.
For example: AIC Engineering Section or Sick Bay Component.
AIC Racial Culture Centers and Racial Cities will not be in the FAQ.

There will be Basics that are in the FAQ that AIC Will do its best to follow, and I try to follow the Posts, in Stone Mills Strategy Articles thread (Great Stuff here), I have learnt allot from this thread http://forum.shrapnelgames.com/images/icons/icon12.gif

Link > > Strategy Articals <

For example, it is still easier to increase the Population in AIC with an Organic Race, hence the Production and Construction will increase relatively faster with this style race.

After reading this Last FAQ, I will be sure Organic Fighter Weapons have the Edge over other races.

Before AIC 4.00 is finished, I will try to do all my homework and cross the T’s. Any help, that you can share would be great.

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

[ June 12, 2003, 22:33: Message edited by: JLS ]

General Woundwort June 12th, 2003 12:19 AM

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

Originally posted by JLS:
I would really like to help out with yours next month and we can put something together for your AI from AIC, sound like a Plan?

This way, we all can test and get a feel for your facilities, components and Human Player stuff, for your Mod, General Woundwort and you will have a sooner release date http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I appreciate the help. The files should be done by then, and I plan to do a few at-home test runs to see if any major bugs show up. But my big concern (until and if I do a multi-player Version) is getting the AI to adjust to the changes. The more input I can get on this, the better.

Grand Lord Vito June 12th, 2003 01:02 AM

Re: AI Campaign => For a Challenging AI opponent
 
SunDevil.

Since you know, that the AI receives its Ship Yard upgrades from Ship Construction, and we all know that the AI starts with level 1 Ship Construction http://forum.shrapnelgames.com/images/icons/icon12.gif

Now you should also have known that the AI WILL and HAS ALWAYS MADE A STARTING SPACE YARD FACILITY http://forum.shrapnelgames.com/image...s/confused.gif

Unless there is a NEW point you are attempting to make now ! http://forum.shrapnelgames.com/image...s/confused.gif

I think how JLS set up the AI in AIC, is near brilliant http://forum.shrapnelgames.com/images/icons/icon6.gif

I tried to email or PM you to explain Ship Yard Upgrades in AIC and save you the troubles, but you have none listed.

[ June 11, 2003, 12:10: Message edited by: Grand Lord Vito ]

QBrigid June 12th, 2003 01:18 AM

Re: AI Campaign => For a Challenging AI opponent
 
Since the AI start with Ship Construction 1. Sundevils game had to have Space Yards for his AI ?!? Hmm http://forum.shrapnelgames.com/image...s/confused.gif

JLS, why did you set the AI up with Ship Construction, and not Space Yards?

JLS June 12th, 2003 01:51 AM

Re: AI Campaign => For a Challenging AI opponent
 
Yes, QB. All the AI should have had Space Yard Facilities in SunDevil Game. I am not sure why they did not. I would need him to answer the few of the questions below if he wish's for me to assist him.

However, clearly, the AI has Ship Construction One, hence, has, and always had a starting Space Yard Facility in AIC http://forum.shrapnelgames.com/images/icons/icon12.gif

SunDevil and QB. The AI is set this way for now, since around v2.91, so I may balance the AI for the Final Release. In this way, I only have to cycle the Tests to find the benchmarks for AI Construction with a few quick SC changes. This is all to find an accepted Human Player Balance; in Low and Medium Computer Start games http://forum.shrapnelgames.com/images/icons/icon7.gif

This is all for Testing SunDevil, for example.
There are 27 Research Files for the AI in AIC. (Soon to be 30 research files) http://forum.shrapnelgames.com/images/icons/shock.gif

Now, if I was to cycle the tests repeatedly with the Space Yard Techs, I would have to make the changes in the 27+ individual research files to find the benchmarks, and trust me that would take way to much time and have strong possibilities for some space errors as well, when altering 27 research files. And has little bearing on the way the game Plays, sense the AI does get the SY upgrades, as you can see.

I believe Ship Construction settings for Space Yard upgrades are the best means to find the (AI Construction) benchmark for Low and Medium bonus games, for AIC http://forum.shrapnelgames.com/images/icons/icon12.gif

~~~

Now around Version 3.50 the AI in AIC, will revert back to Space Yard Tech structure in their Research file. With information collected above, I can set the Research to all the AI at a diverse level to balance individual AI strength http://forum.shrapnelgames.com/images/icons/icon12.gif

Scenarios for a for a diverse and Balanced AI goal:
Terrans expand to quickly late in the mid game; I would give them SY 2 or 3 much later.
The Hive is Way to powerful in the End Game, then I may never give them SY 3.
If I want the Hive to be the meanest I may give them SY2 after SC5 for example.
The Drushocka and Abbi are always lame, here an early SY research, may help.
Etc.

I hope this has explained my purposes and goals, in this area, SunDevil http://forum.shrapnelgames.com/images/icons/icon7.gif

SunDevil, thank you very much for all the assistance you given to AIC in the past, and if you feel, there is ever an error, please continue to point it out . http://forum.shrapnelgames.com/images/icons/icon12.gif

Edit:
The Construction Bench Mark for all AI, for AIC v3.02. For the Ship Yard upgrades will be at:
SY Facility 2: SY2 tech would not be placed for most AI before that AI reaches SC 7.
SY Facility 3: SY3 tech would not be placed in the individual Research for most AI before that AI reaches SC 9. However, SC 10 will be setting for v3.02.
EDIT:
Base Space Yard Component, MAY always; be tied to Ship Construction Techs.
AI BSY settings for v3.02
BSY lvl 1 = 750 at SC1
BSY lvl 2 = 1000 at SC6
Bsy lvl 3 = 1500 at SC9
Bsy lvl 4 = 2000 at SC12

Several Players, will return with feedback from their v3.02 games. However, if they are always in First place at the 500 and/or 1000 turn mark, with ALL the GAMES they tested at LOW bonus. Then revisions will be made to obtain a Struggle for the Human Player with AI Low AI Bonus starts, at those marks; in most games.

This is another reason why I ask new players to the game, that not not played AIC or beat the AI, always to start with Computer Bonus=NONE
===

GLV, thanks. But you may have gone a little overboard, in your Last post http://forum.shrapnelgames.com/images/icons/blush.gif

[ June 11, 2003, 17:31: Message edited by: JLS ]

JLS June 12th, 2003 02:10 AM

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

Originally posted by General Woundwort:
But my big concern (until and if I do a multi-player Version) is getting the AI to adjust to the changes. The more input I can get on this, the better.[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">General Woundwort

I would appreciate it if you did NOT try AIC programming, Facilities, Components, Vehicals DATA and AI Files etc. for your AI, until AIC is finished this July.

Could you imagine if some one took facets of any mod before they are done.

For example the Adamant Mod, the Captains and Atrocities Star Trek Mod, Tescos and Gryphins Mod and AIC are still under Construction and we are on the Forum to help make our Mods better, for their final release.
We did not invest many Months worth of work, to see it help some one make their mod in a few days.
We may not have any copy rights this is true, but how good would this be for the Mod Communities if designers are afraid to post for input, just to have someone use your Testing, Research, communications and design for their Mod.

I am not saying you will, but you stated you were going to give your AI abilities. This will be very hard to do without using Published AIC Trait, Data and AI General file AIC programing tie ins.

And to my knowledge, my programing of AI Campaign is the first mod to breaks this ground for the AI in AIC and I am almost done, after one year of very hard work, so if you can give me until July as we discussed a few post below, that would be great.

In the Least, after July if you decide to try AIC prgraming, please make reference Credit to any and all Programming Copied from AIC specifics.

Call it a designers courtesy if you will.

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

[ June 12, 2003, 16:42: Message edited by: JLS ]

General Woundwort June 12th, 2003 02:36 AM

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

Originally posted by JLS:
I would appreciate it if you did NOT use AIC programming, Facilities, Components, Vehicals DATA and AI Files etc. for your AI, until AIC is finished this July.
<font size="2" face="Verdana, Helvetica, sans-serif">Fear not. The only thing I am doing with the AI for my mod is tweaking the basic files that come with the game, and the only external Mod I've "imported" is Ed's Colony tech. Everything else is the result of my own demented thought patterns. http://forum.shrapnelgames.com/images/icons/icon12.gif This being my first big project, that's about all I can handle. If the basic concept does end up working (more or less), then we can worry about souping up the AI from your mods when you think best.

P.S. If I can get the thing to work within its basic parameters, my hope is to get enough interest in it to do a multi-player Version for PBW.

HercMighty June 12th, 2003 06:23 PM

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

I have used the FAQ alot, it has saved me many a times from having to post. But there is a weapons report and a component report at the end of the FAQ. Along with a couple others. What files would I have to look at to make these reports reflect AIC data and is it resonable to think it could be done? If you could let me know where I need to look I would like to modify these files to work with your MOD. Leaving credit where credit is due for the files.

[ June 12, 2003, 17:24: Message edited by: HercMighty ]

JLS June 12th, 2003 07:13 PM

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

There is not much, concrete to add to this until at least a few weeks. Their will still be changes to AIC before v4.00…. Soon I have to finish the project and enough will be enough.

I would say that in regards to the Strategies from (FAQ) most if not all are entirely applicable with AI Campaign, for the most parts.

Link >> (FAQ) <

I really enjoyed (EdKolis) article on intel, this is very informative for myself and all, Thanks Ed http://forum.shrapnelgames.com/images/icons/icon7.gif

-----------------------------------------------

In regards to Research , there are only a few differences.
The two Key differences are in AIC to that of original se4:

Construction Techs for AIC will yield mainly: Structures for your Colonial Development that will increase wealth, resources, and infrastructure for your empire.

Military Science Techs For AIC will yield mainly: A stronger Military. Better Infantry, Armored Vehicles, Fighters, Mines, Mine Sweepers, and Combat Support and other equipment for your Ships, Bases and Units.

There are some additions with Ship Construction also with a benefit yield, have new, or Improved Components.

There are also a few Techs in AIC that is exclusive to AIC.
For Example:
Racial Construction: For Racial Population Centers, as well as others.
Faster Colonizers: For Black Hole Assistance.
Strategic Fighters: Would be in basic the same as se4 Fighters.
Advanced Design Engineering: Packed with some goodies to add to your Ships, Units, Base and includes a new Vehicle Hull for your inventory.

Tectonic Engineering: This is where you can reach the Devastating Planet and System destroyers. This Area also serves so it may be removed and retain productive Stellar Manipulations for your game play.

Racial Construction if removed; your Populations centers will all be of the Basic Variety.

Troops and their Weapons are programed in AIC as such if removed; you and The AI Player may have just Infantry and less Armored Vehicles and Heavy Vehicle Weapons. This may be advantage for the Human Player, it also removes most of the AI Players anti-tank, Assault Troopers and the Elite units of the AI http://forum.shrapnelgames.com/images/icons/icon12.gif

==

A good starting research plan for AIC would be to have as a top 10 starting research goal:
Ship Construction 2 , Propulsion 2, Military Science 1 , Construction 1 , Point Defense 1+, Ship Construction 3 … After this the AIC is on the mark for the (FAQ).

Some AIC specific Vehicles :
Small Infantry and Heavy Weapons Troopers , for AIC; is designed to work as combined arms with the Troops (Armored Vehicles) we all are familiar with in se4.

Tactical Fighters: Basically se4 Fighters that do NOT move within a System.
Strategic Fighters: Basically se4 fighters that DO move within a System.

Star Liner Hull: Is the transportation choice in the AIC realm.
As a slow but cost efficient means:
For Population Transport to and from the Colonies as long as the Population Life Support Module is installed.

The Starliner Hull as a Freighter or Barge , it will haul from near 1000 to 3000 Kilo Tons of Cargo and require just the basics for life support http://forum.shrapnelgames.com/images/icons/icon7.gif

AIC Components, Vehicales and Facilities all have descriptions assigned to each; please right click over the picture, for more information http://forum.shrapnelgames.com/images/icons/icon12.gif
I believe, most players will have se4 experience and will enjoy not knowing exactly what route to take and the down and dirty of a specific AIC Structure, Component, and Vehicles etc. Possibly decades of evolution may go by before the event is researched or available for that players conceived use.

-------------------------------------------------
In regards to the AI Players Features, I would like this to stay as mysterious as possible for the Players enjoyment, and yes, also to the Players frustration http://forum.shrapnelgames.com/images/icons/icon12.gif

===

In the closing Versions their will be a direction too close the gap even further between Human Players AIC and (FAQ) as much as possible, if you wish to Email me on suggestions towards this goal, this would lend much service.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 13, 2003, 16:10: Message edited by: JLS ]

JLS June 13th, 2003 05:04 PM

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

Originally posted by Grand Lord Vito:

Remember you can load a Small Transport with all Supply Bays for a high capacity escort refueling tanker in AIC http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Your post is right on, for the early logistics of building your great EMPIRE http://forum.shrapnelgames.com/images/icons/icon7.gif

Do not forget the Trade Center; it is helps for trading surplus for some much needed recourses. Especially in a No Warp or Finite Game in AIC http://forum.shrapnelgames.com/images/icons/icon12.gif

GLV, how do you normally arrange your top ten Research path in your AIC game?

[ June 13, 2003, 16:14: Message edited by: JLS ]

HercMighty June 13th, 2003 05:10 PM

Re: AI Campaign => For a Challenging AI opponent
 
You can load a small transport with all storage? I am assuming you have to take care of the warnings but this implies you do not need engines or anything else? Though on a tanker I wouldn't want anything else other than I had assumed engines.

JLS June 13th, 2003 05:27 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes, you can install many more Components on Transports for AIC versus Original se4:

~Supply Storage levels 1-5 = Supply Ships
~Mine Sweeper Component 1-5 = MTs are great Sweepers
~Robo Mining: Minerals and Rads = Mining Barge
~Cobalt Warhead for some awesome fire ships
~Almost all Stellar Manipulation Devises = Science Vessels
~Space Ship Yard Component = Great SYS Platform
~Repair Bay Components = Very good repair Platform
And a few more...

On most components if you RIGHT CLICK on the picture their may be additional information http://forum.shrapnelgames.com/images/icons/icon12.gif

All can be loaded on a Small, Medium, and Large Transport Hulls.
Transports are a good and a low cost to maintain vehicle,
and will find that Transports are truly the workhorse in AI Campaign. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 13, 2003, 17:14: Message edited by: JLS ]

HercMighty June 13th, 2003 05:54 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes I have utilized them to a great degree. But I am assuming now I have wasted space by putting on componets that I don't need. At minimum I thought you needed a Bridge, Life support, and crew quarters. At this point the warnings go away. You do not need to add engines at this point? Need being the opertive word here. I will have to look at the FAQ maybe, I am assuming that all ships must be assumed to have a propulsion built in and any you add just increase speed? Is that why when a ship runs out of resources it is able to limp back to a resupply point?

JLS June 13th, 2003 06:02 PM

Re: AI Campaign => For a Challenging AI opponent
 
Yes, you need the Basics:

Basic Bridge, Basic Life Support, Basic Crew Quarters, and Engines.

In base se4 you are very restricted to a point on how many Cargo Bays you must have on your transports. This will take the space of other Components http://forum.shrapnelgames.com/images/icons/icon9.gif

Quote:

Is that why when a ship runs out of resources it is able to limp back to a resupply point?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, in the Origional se4 you can not install, many Supply Storage Bays on Small Transports. And you must have many Cargo bays of sorts, as well.

===

With AI Campaign, you can fill the Transports with something other then Cargo Bays. Actually, you can have none and all the Components mentioned a few Posts below if you like http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 13, 2003, 17:12: Message edited by: JLS ]

HercMighty June 13th, 2003 06:07 PM

Re: AI Campaign => For a Challenging AI opponent
 
Okay I get it, the light bulb is back to full brightness.

But I have often wondered how a ship that is at 0 resources still get to move. I have made the mistake especially with scouts to run them to empty yet they still make it back home to resupply.

JLS June 13th, 2003 06:09 PM

Re: AI Campaign => For a Challenging AI opponent
 
Assuming you have the Basic Designs.

When out of Supply all ships will move ONE, for AIC and se4 http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 13, 2003, 17:10: Message edited by: JLS ]

HercMighty June 14th, 2003 12:07 AM

Re: AI Campaign => For a Challenging AI opponent
 
Have a transport with 575kt of cargo space, Population life support. I have 2000M of 2000M population on my homeworld. I can not seem to get population to load or transfer to my transport am I doing something wrong?

HercMighty June 14th, 2003 12:09 AM

Re: AI Campaign => For a Challenging AI opponent
 
never mind why (not enough space), need to reasearch a bigger cargo container?

HercMighty June 14th, 2003 12:12 AM

Re: AI Campaign => For a Challenging AI opponent
 
Actually a bigger ship.

JLS June 14th, 2003 12:15 AM

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

Star Liner Hull: Is the transportation choice in the AIC realm.
As a slow but cost efficient means:
For Population Transport to and from the Colonies as long as the Population Life Support Module is installed.

The Starliner Hull as a Freighter or Barge , it will haul from near 1000 to 3000 Kilo Tons of Cargo and require just the basics for life support http://forum.shrapnelgames.com/images/icons/icon7.gif

Components, Vehicales and Facilities all have descriptions assigned to each; please right click over the picture, for more information http://forum.shrapnelgames.com/images/icons/icon12.gif

-----------------------------

Go with 1 or 2 Starliners {Pop transports} for each Planet in your Home System and the domed planets that or in other systems.

For Colonies on breathable atmospheres in other systems, I may have up to 5 or 10 Starliners in a fleet ferrying population from the Home World, then get the population up to over a few hundred and build a Ship Yard for an Industrial World with allot of population.

Use Freighters small to large to carry Satellites, Weapon Platforms, Troops all units, to local planets and systems far away.

Remember you can load a Small Transport with all Supply Bays for a high capacity escort refueling tanker in AIC http://forum.shrapnelgames.com/images/icons/icon12.gif

In need of something delivered faster, then use a Cargo Ship, built from a Transport Hull.
Transports are a little more expensive to maintain then the freighter and do not have as much initial cargo space, but they will get your supplies to the frontier much faster.
At higher levels of propulsion they will move even faster
With a higher Cargo Tech , you will find that Transports are great for a fast Population shuttles as well
<font size="2" face="Verdana, Helvetica, sans-serif">Population Life Support Module is for Starliner Hulls, HercMighty
http://forum.shrapnelgames.com/images/icons/icon12.gif

.

[ June 13, 2003, 23:31: Message edited by: JLS ]

JLS June 14th, 2003 12:16 AM

Re: AI Campaign => For a Challenging AI opponent
 
~Tip~ With a good Population transportation system working in AIC, try not to let your Home World drop below 1501m, if this happens you may notice a small drop in productivity http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 13, 2003, 23:24: Message edited by: JLS ]

Grand Lord Vito June 14th, 2003 01:33 AM

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

Originally posted by JLS:
Thank you, HercMighty http://forum.shrapnelgames.com/images/icons/icon7.gif

Star Liner Hull: Is the transportation choice in the AIC realm.
As a slow but cost efficient means:
For Population Transport to and from the Colonies as long as the Population Life Support Module is installed.

The Starliner Hull as a Freighter or Barge , it will haul from near 1000 to 3000 Kilo Tons of Cargo and require just the basics for life support http://forum.shrapnelgames.com/images/icons/icon7.gif

AIC Components, Vehicales and Facilities all have descriptions assigned to each; please right click over the picture, for more information http://forum.shrapnelgames.com/images/icons/icon12.gif
I believe, most players will have se4 experience and will enjoy not knowing exactly what route to take and the down and dirty of a specific AIC Structure, Component, and Vehicles etc. Possibly decades of evolution may go by before the event is researched or available for that players conceived use.
<font size="2" face="Verdana, Helvetica, sans-serif">Go with 1 or 2 Starliners {Pop transports} for each Planet in your Home System and the domed planets that or in other systems.

For Colonies on breathable atmospheres in other systems, I may have up to 5 or 10 Starliners in a fleet ferrying population from the Home World, then get the population up to over a few hundred and build a Ship Yard for an Industrial World with allot of population.

Use Freighters small to large to carry Satellites, Weapon Platforms, Troops all units, to local planets and systems far away.

Remember you can load a Small Transport with all Supply Bays for a high capacity escort refueling tanker in AIC http://forum.shrapnelgames.com/images/icons/icon12.gif

In need of something delivered faster, then use a Cargo Ship, built from a Transport Hull.
Transports are a little more expensive to maintain then the freighter and do not have as much initial cargo space, but they will get your supplies to the frontier much faster.
At higher levels of propulsion they will move even faster
With a higher Cargo Tech, you will find that Transports are great for a fast Population shuttles as well http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 13, 2003, 12:48: Message edited by: Grand Lord Vito ]

HercMighty June 14th, 2003 08:40 PM

Re: AI Campaign => For a Challenging AI opponent
 
I have a question about supply status Icon in the ship detail. I am getting Low Supplies Icon as soon as the ship is built. Is this normal? I get this on all ships. I'll have to run one low and see if it goes to No Supplies.

Phoenix-D June 14th, 2003 09:55 PM

Re: AI Campaign => For a Challenging AI opponent
 
Low Supplies it set to a specific point in settings.txt; ussually 1000. If your ship has can carry less than that it will ALWAYS either have the low supply icon or be out of supplies.

Grand Lord Vito June 15th, 2003 04:25 PM

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

Originally posted by HercMighty:
I have a question about supply status Icon in the ship detail. I am getting Low Supplies Icon as soon as the ship is built. Is this normal? I get this on all ships. I'll have to run one low and see if it goes to No Supplies.
<font size="2" face="Verdana, Helvetica, sans-serif">On War Ships, I never see this problem.

It is always best to have at least ONE Supply bay on a war ship or any other type of ship, as with all se4 designs http://forum.shrapnelgames.com/images/icons/icon12.gif

Starliners with one supply bay and Propulsion 1, have an expected one way range of 36 to 40 sectors about 19 TURNS of travel, before they run out of fuel. If you want a none stop Starliner Convoy to go more then 18 Turns without fuel, it is best to have a Small Transport as a Tanker escort, this has been posted earlier, HercMighty http://forum.shrapnelgames.com/images/icons/icon7.gif

If you want even more range, as with se4. It is best to research CARGO TECHs even Propulsion will increase your range http://forum.shrapnelgames.com/images/icons/icon12.gif

You will find many interesting articles on Supply and Resupply in the (FAQ) section of the Forum here.
But basically if you add a Supply Bay Component on your ship, you should be, ready to rock n roll

[ June 15, 2003, 16:37: Message edited by: Grand Lord Vito ]

Grand Lord Vito June 15th, 2003 05:17 PM

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

Originally posted by Phoenix-D:
Low Supplies it set to a specific point in settings.txt; ussually 1000. If your ship has can carry less than that it will ALWAYS either have the low supply icon or be out of supplies.
<font size="2" face="Verdana, Helvetica, sans-serif">The settings.txt of 1000, has no bearing on how much your Ship will have for Supplies, or that it will have NONE, Phoenix-D.
It is just a setting, to alert you that your ship is under 1000 supplies and you could consider a refuel or adding more Supply Cargo to your design http://forum.shrapnelgames.com/images/icons/icon12.gif

In AIC and any se4 game, supply depends on the amount of engines and if you want to add at least one Supply bay.

However in reality, I can not picture any ship not wanting a Supply hold, except if it was for local harbor or System defenses.

This is what I like about AIC, you do have many choices as a Player. If you want to forgo Supply for a better defense Ship, now you have a stronger local defense ship with out the range http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 15, 2003, 16:41: Message edited by: Grand Lord Vito ]

HercMighty June 15th, 2003 05:49 PM

Re: AI Campaign => For a Challenging AI opponent
 
That's what I was doing. I have started a new game, designed and built a as well as I could armed scout and researched till I got the 300k transport which I knew I wanted to make into a tanker. I put them both into a fleet and send them out. I just couldn't figure out why I was getting the low supply icon when I was. But now I have found that the setting is 800 and my armed scout only has 500 when fully suppplied.

Grand Lord Vito June 15th, 2003 06:13 PM

Re: AI Campaign => For a Challenging AI opponent
 
Good point, se4 does not have a Scout Vehicle Hull (100kt)

The Scout Hull in AIC is inexpensive, easy to build, better maneuverability then that of some Fighters and with efficient engines and Solar Harnessed Panels, this AIC Scout Class will go on forever and ever http://forum.shrapnelgames.com/images/icons/icon12.gif

As such, I ask you, this-when is a Scout not a Scout,
when you give it a cannon http://forum.shrapnelgames.com/images/icons/icon7.gif

If you are looking for a good (Armed-Recon) Hull, the old tried and true Escort Hull (150kt) is the best choice.
I have a few designs for this, both with the best supply I can add and with (Solar Panels). One with a Temporal Sensor. The other is lightly armed with the Small Weapon Mount, which will be found in the Advanced Engineering Tech tree.

[ June 15, 2003, 17:15: Message edited by: Grand Lord Vito ]

Grand Lord Vito June 15th, 2003 06:25 PM

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

researched till I got the 300k transport
<font size="2" face="Verdana, Helvetica, sans-serif">Small Transport, as you can see comes with your first Ship Construction Tech researched, and this is always necessary to expand your goals of expansion. For example, the Space Shuttle today can only get this world so far http://forum.shrapnelgames.com/images/icons/icon12.gif

Other then this, I am not sure why JLS has this programmed in this way.

JLS June 15th, 2003 08:07 PM

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

Originally posted by Grand Lord Vito:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
researched till I got the 300k transport

<font size="2" face="Verdana, Helvetica, sans-serif">Small Transport, as you can see comes with your first Ship Construction Tech researched, and this is always necessary to expand your goals of expansion. For example, the Space Shuttle today can only get this world so far http://forum.shrapnelgames.com/images/icons/icon12.gif

Other then this, I am not sure why JLS has this programmed in this way.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">What you posted GLV sounds good, but more to shorten the length of time it took to complete the first turn, in a LAN game.

Players would design all options that a Small Transport would give….........
Cargo Ship
LR Cargo Ship
Sat layer
LR Sat layer
Mineral Miner
Rad Miner
Supply Ship
Tanker
Etc.
They may never even build that design, that every one else waited, while it was designed and then again when they Researched Propulsion or Cargo etc.

True, some would do this in the next turn, if they started with Ship Construction Research. However, most would not or just forget, and then made the design when it was needed http://forum.shrapnelgames.com/images/icons/icon12.gif

It did speed up LAN play, a little http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 15, 2003, 19:55: Message edited by: JLS ]

QBrigid June 16th, 2003 03:35 PM

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

Originally posted by JLS:
Thank you, HercMighty

There is not much, concrete to add to this until at least a few weeks. Their will still be changes to AIC before v4.00…. Soon I have to finish the project and enough will be enough.

I would say that in regards to the Strategies from (FAQ) most if not all are entirely applicable with AI Campaign, for the most parts.

Link >> (FAQ) <

I really enjoyed (EdKolis) article on intel, this is very informative for myself and all, Thanks Ed

-----------------------------------------------

In regards to Research , there are only a few differences.
The two Key differences are in AIC to that of original se4:

Construction Techs for AIC will yield mainly: Structures for your Colonial Development that will increase wealth, resources, and infrastructure for your empire.

Military Science Techs For AIC will yield mainly: A stronger Military. Better Infantry, Armored Vehicles, Fighters, Mines, Mine Sweepers, and Combat Support and other equipment for your Ships, Bases and Units.

There are some additions with Ship Construction also with a benefit yield, have new, or Improved Components.

There are also a few Techs in AIC that is exclusive to AIC.
For Example:
Racial Construction: For Racial Population Centers, as well as others.
Faster Colonizers: For Black Hole Assistance.
Strategic Fighters: Would be in basic the same as se4 Fighters.
Advanced Design Engineering: Packed with some goodies to add to your Ships, Units, Base and includes a new Vehicle Hull for your inventory.

Tectonic Engineering: This is where you can reach the Devastating Planet and System destroyers. This Area also serves so it may be removed and retain productive Stellar Manipulations for your game play.

Racial Construction if removed; your Populations centers will all be of the Basic Variety.

Troops and their Weapons are programed in AIC as such if removed; you and The AI Player may have just Infantry and less Armored Vehicles and Heavy Vehicle Weapons. This may be advantage for the Human Player, it also removes most of the AI Players anti-tank, Assault Troopers and the Elite units of the AI http://forum.shrapnelgames.com/images/icons/icon12.gif

==

A good starting research plan for AIC would be to have as a top 10 starting research goal:
Ship Construction 2 , Propulsion 2, Military Science 1 , Construction 1 , Point Defense 1+, Ship Construction 3 … After this the AIC is on the mark for the (FAQ).

Some AIC specific Vehicles :
Small Infantry and Heavy Weapons Troopers , for AIC; is designed to work as combined arms with the Troops (Armored Vehicles) we all are familiar with in se4.

Tactical Fighters: Basically se4 Fighters that do NOT move within a System.
Strategic Fighters: Basically se4 fighters that DO move within a System.

Star Liner Hull: Is the transportation choice in the AIC realm.
As a slow but cost efficient means:
For Population Transport to and from the Colonies as long as the Population Life Support Module is installed.

The Starliner Hull as a Freighter or Barge , it will haul from near 1000 to 3000 Kilo Tons of Cargo and require just the basics for life support http://forum.shrapnelgames.com/images/icons/icon7.gif

AIC Components, Vehicales and Facilities all have descriptions assigned to each; please right click over the picture, for more information http://forum.shrapnelgames.com/images/icons/icon12.gif
I believe, most players will have se4 experience and will enjoy not knowing exactly what route to take and the down and dirty of a specific AIC Structure, Component, and Vehicles etc. Possibly decades of evolution may go by before the event is researched or available for that players conceived use.

-------------------------------------------------
In regards to the AI Players Features, I would like this to stay as mysterious as possible for the Players enjoyment, and yes, also to the Players frustration http://forum.shrapnelgames.com/images/icons/icon12.gif

===

In the closing Versions their will be a direction too close the gap even further between Human Players AIC and (FAQ) as much as possible, if you wish to Email me on suggestions towards this goal, this would lend much service.
http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">If I remove Troops Weapons the AI won't build its Elite Storm Troopers. What will the Human Player, not be able to build?

Tectonic Engineering removed as an option http://forum.shrapnelgames.com/images/icons/icon6.gif
I never did like Systems Destroyers in the game http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee June 16th, 2003 04:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS
In 3.1 med start, I do not have any resorce facilitys (ie no min, org or rad farms) I do have in the tech tree the next is min scanners....confused...is this the way it should be? I have re-started a new game with the same results http://forum.shrapnelgames.com/image...s/confused.gif

oleg June 16th, 2003 04:48 PM

Re: AI Campaign => For a Challenging AI opponent
 
research Construction http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee June 16th, 2003 05:24 PM

Re: AI Campaign => For a Challenging AI opponent
 
Duh....(red faced) I did and found it, tech tree is different http://forum.shrapnelgames.com/images/icons/icon7.gif must learn "Grass Hopper!"

Thanks

JLS June 16th, 2003 06:29 PM

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

Originally posted by QBrigid:
If I remove Troops Weapons the AI won't build its Elite Storm Troopers. What will the Human Player, not be able to build?

Tectonic Engineering removed as an option http://forum.shrapnelgames.com/images/icons/icon6.gif
I never did like Systems Destroyers in the game http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">With troop weapons removed, that game will result in more of an Infantry Unit style game and Human Players will not have:
Medium and Large Troops (Vehicles) and some Heavy troop Weapons.

However, Troops are still being knocked around, so the Final AIC Version may result in something all together different.

[ June 16, 2003, 17:31: Message edited by: JLS ]

oleg June 18th, 2003 03:51 PM

Re: AI Campaign => For a Challenging AI opponent
 
Satellite Armor 1 has the size 10 and the damage resistance 6. A bit light, I say !

JLS June 18th, 2003 04:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Agreed.

Good observation, Oleg http://forum.shrapnelgames.com/images/icons/icon12.gif

We can lower the Size to 5kt and look at the values and restrictions for the next Version.

JLS June 19th, 2003 09:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
===================
AI CAMPAIGN V3.02 Update
===================


Conceptual:
The AI now starts with the ability to build a Planet Engineering type Facility ~Oleg and PTF
The Engineering Culture to a greater degree then the Science Culture AI Players will exploit Planet Utilization sooner then all other AI Races ~Compromise
It takes much longer for the AI to replace lost Ships, in all AI bonus games.
Reduced the effects as much as 50% for AI Players individual Ship Mine Sweeping Abilities.

Facilities:
Revised Planet Utilization, now easier and faster to Convert an Atmosphere for the Human Players.

Vehicles:
Further improved the smaller War Ship Maneuverability modifiers for the Human Player.
Scout, escort, frigate, and possibly the destroyer may have a creditable To Hit value; without an early Combat Sensor.

Components:
Satellite Armor Reduced to 5kt with an increase in resistance ~Oleg

Random Events:
Included some additional redundant events, to offset the Percentages.

Intel Projects:
Revised AI and Human Player Intel Projects less PreReqs For the Human Player ~GLV and QB
Fix one of the AI Projects ~SunDevil
Revised some descriptions for Intel Projects ~GLV

Quadrant Maps:
Revised some Images and added some more abilities for your Centurion System ~Oleg
Added a few special items for the systems.

Interface:
Reorganized Traits Menu Option 1 is back to best Planet. (v3.02 Complete Only)
Strategic Fighters are now found with the Multiplayer Trait options. (v3.02 Complete Only)

Notes:
AI players Atmospheric Converters are in Beta
AI Troops vs. Human Troops are in Beta
AI Psychic Intel File is in Beta

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

Please download AI Campaign v3.02 Complete if you never received your copy of – AIC.

-------------------------
LINK > AIC v3.02 <
-------------------------

AIC Version 3.02 Update files only.

Updates AIC 3.00 Versions, Only
.
AIC v3.02 update, will NOT break existing v3.xx saved games)

~~~~~~
In simultaneous games: After Updating or Patching, it is recommended that you log into the Host and then end your turn. The game will start you right were you left off. Please check your designs and if they are fine, you are good to go!
~~~~~~

[ June 19, 2003, 21:11: Message edited by: JLS ]

mottlee June 20th, 2003 04:17 AM

Re: AI Campaign => For a Challenging AI opponent
 
Gee http://forum.shrapnelgames.com/images/icons/icon10.gif I get into a good one then a new update....I need to play slower (or Faster)
Keep it up http://forum.shrapnelgames.com/images/icons/icon10.gif


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