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Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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As with this instance, yes; for a Population census; AIC does check the Reproduction frequency on a yearly basis http://forum.shrapnelgames.com/images/icons/icon7.gif - - - - Quote:
With Vanilla, se4 your starts will be about 10% and at any start will increase only as per the Planets Condition. If one was able, to start with the Vanilla se4 Gestation Vats III then it may be only 13% reproduction rates, and at any start will increase only as per the Planets Condition. However with AIC and without Gestation Vats, your start should be about 13% and at any start will increase only as per the Planets Condition. If one was able, to start with the AIC Gestation Vats III then it may be 16% reproduction rates, and at any start will increase only as per the Planets Condition; for example good, mild or Optimal http://forum.shrapnelgames.com/images/icons/icon7.gif With above true. = = = = = Now as a simple test for others to prove AIC Cutures Centers do have the a +x factor on the Home Planets reproduction rate if desired. Lets test this with a benchmark of all characteristics at default of 100%, Neutral Culture, Human Player and Organic Race (All else is at defaults) Start game and review planet We now have reproduction Rate x% Now please delete all Agrarian Culture Centers only and you will find that (x) has just been reduced by one. After noting this, please delete all Culture Centers from the HW Planet, you will find a further reduction from (x) of one. http://forum.shrapnelgames.com/images/icons/icon12.gif As you can see it does work http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
Now we can raise the AIC default base of Empire Starting Percent Reproduction of 11, to anything with in reason. If players would prefer for example 15% as a base, this will add more spice v4.0. http://forum.shrapnelgames.com/images/icons/icon12.gif This would increase the above (x) numbers by 4%. What are your thoughts? [ September 20, 2003, 19:31: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Many have said your stating HW Planet will never be hit by High and Cat events EVER.
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This would be contrary to your initial finding from: <a href="http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=009929;p=7" target="_blank">Are homeplanets affected by high/catastrophic events? </a> At 90% event Chance: and with a practical least of more then 1 player in your test; result was: Quote:
[ September 20, 2003, 19:39: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
JLS, as events are a really weird thing, perhaps we should try to set a few tests in different conditions to see what happens? (A test with Low chance for an event, another with Medium and High, yet another with two systems and two human players, another with 255 systems and 20 empires and so on) I mean, there are so many weirdness with the events that we might consider *every* possibility. http://forum.shrapnelgames.com/images/icons/icon7.gif (And of course, all these tests should use the same file just in case) Hopefully we might make sense of all these contradictory results. http://forum.shrapnelgames.com/images/icons/icon12.gif (Like the case of 0.0 with the planet conditions for instance)
As for the reproduction rate, yes I did understand afterwards. I have to admit I expected something much more complicated. I am even quite disappointed. http://forum.shrapnelgames.com/images/icons/icon12.gif Joking apart, what do you think about the Reproduction ability? Am I the only one who thinks it is too cheap to raise from 100 to 110? (And perhaps also Environemental Resistance) And as for a raise of the basic reproduction rate, hmm, very good question indeed. http://forum.shrapnelgames.com/images/icons/icon7.gif I would say yes, as reproduction is only really useful on well populated worlds (above a billion of inhabitants), as a reproduction value of 10% means an inhabitant each month for a world which has 100 million settlers. (So the minimal value) You do need quite a few inhabitants before the reproduction value is important. *Will ponder on the topic* http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: AI Campaign => For a Challenging AI opponent
Environmental Resitance is not too cheap... it takes 5% in it to get a 1% bonus to reproduction and happiness. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: AI Campaign => For a Challenging AI opponent
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Change Bad Event Chance - System Value1 = Percentage change in chance for bad event for entire system (+/- percentage). Value2 = This is basicly how the Fate shrine and the Heroes Epic Facility is laid out. [ September 20, 2003, 19:59: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
No, that is not what he said at all. http://forum.shrapnelgames.com/images/icons/icon7.gif He was more talking about a way to turn a facility on or off without having to scrap and rebuild it.
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Re: AI Campaign => For a Challenging AI opponent
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Sorry and Good point PTF, I will keep the cost down so "scrap and rebuild" will be near insignificant http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 20, 2003, 22:59: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by Alneyan:
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Then secondly and most of all; not influenced until that test is completed and published. http://forum.shrapnelgames.com/images/icons/icon12.gif Would all not agree? Also to say, I very much do concur and agree with PTFs initial test results from the High/Cat Thread http://forum.shrapnelgames.com/images/icons/icon12.gif Home World is less likly to be effected by high and Cat events. His Lucky versus Cursed results AIC having to many rebellions from the v4.01 events files; at 90% Chance considerer Although I would have preferred a 40% test, I have found PTF’s test very successful and informative, and to date many tendencies I may have in regards to the Events file adjustments will be subject from his Initial Test. Alneyan, it would truly be appreciated if you would run some tests of your own, with varying and logical in-game parameters as PTF did with his 90% 4 Player test, if time would permit you. - - - - Quote:
Considered discussion really should be based on this. Obviously all cannot be used or totally intact, but as a tool to start any project with, it is my opinion there can be no finer. >PvK's Traits Balance Mod< - - - - Quote:
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[ September 20, 2003, 23:29: Message edited by: JLS ] |
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