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Re: AI Campaign => For a Challenging AI opponent
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AIC Players have benefited from this when we consider the Cultural Centers on an AIC Homeworld has only 3 logical free slots available and only 2 when one is a natural Merchant that prospers with that additional HW CC. This we all will appreciate Thanks That was excellent work http://forum.shrapnelgames.com/images/icons/icon12.gif John http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Sweet http://forum.shrapnelgames.com/images/icons/icon12.gif Way to go Alneyan |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
[quote]Originally posted by JLS:
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] What will you do with AST. Do you plan to drop the cost in AIC? |
Re: AI Campaign => For a Challenging AI opponent
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Try No Warp with FINITE, now this is a challenge http://forum.shrapnelgames.com/images/icons/icon12.gif Actually, I will take up JLS’S suggestion to try No Warp COMBINED with NOT all warp Points Connected. http://forum.shrapnelgames.com/images/icons/icon12.gif This with a regenerated Centurion Map to my liking and for my total pleasure, I will play with FINITE resources http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: AI Campaign => For a Challenging AI opponent
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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 </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">It sounds like it might work, but you will not see me doing it http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: AI Campaign => For a Challenging AI opponent
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Re: AI Campaign => For a Challenging AI opponent
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Basically, the FAQ will apply for all Human Players that play AIC. With the exception of Cities and Urban Centers Homeworlds inclusive; they afford Commerce (Imperial Trade if you will) to the Human Player and is thereby unaffected by PV to a degree in AIC. Loosely, this application of Commerce is applied also to the entire economy for the AI on AIC and is thereby NOT effected by poor Planet Values. Directly that is I will follow-up with how I Interpret the AI perceptions on some PV applications and AI scenarios. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">OK, can you answer some of my questions now http://forum.shrapnelgames.com/images/icons/icon12.gif How do you "Interpret the AI perceptions on some PV applications and AI scenarios." |
Re: AI Campaign => For a Challenging AI opponent
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Great. I am tweaking 4.06beta Events now, when I am finished with it I will send it to ya http://forum.shrapnelgames.com/images/icons/icon7.gif - - - - Quote:
Characteristic Environmental Resistance (you are suggesting a 33% increase over v3.02?) Characteristic Reproduction (you are suggesting a 33% increase over v3.02?) Characteristic Happiness Characteristic Construction Characteristic Maintenance (Always preferred as a High Price item in AIC) AIC -v3.0 also had Maintenance Aptitude Max Pct:= 120. But there was something missing when you could not reach godlike status, so v3.02 went to Max Pct := 130. However AIC v4.0 like v.3.02 will max out with Maintenance Aptitude Max Pct := 130 at 3000pts Quote:
In addition, this attribute is very powerful; as it will reproduce actual Pop each turn and this will apply to every Colonized Planet for that entire System reference Change Population - System Value1 = Population in M that will be added each turn for entire system. Value2 = Quote:
= = = = With respect towards an additional Organics Replicant Center added to AIC, please consider: SE4 complements the Organic Races with only 3 facilities: Replicant Center 1-3, Gestation Vats 1-3 and Medical Labs 1-3. AIC Replicant Center only one level. However AIC also offers increased values for the basic Organics Facilities: http://forum.shrapnelgames.com/images/icons/icon12.gif AIC Gestation Vats 1-3 produce nearly double the Production rate to that of vanilla se4. AIC Medical Labs has everything that Vanilla se4 has. In addition to a 20% higher Plague Prevention – System per/level increase and this starts at level one. AIC yields an over all effectiveness of 80% as opposed to Vanilla se4’s 60% for maximum System Plague Preventions. ~ ~ ~ In addition to above, AIC offers, more Organic Facilities then that of vanilla se4: http://forum.shrapnelgames.com/images/icons/icon12.gif Organics Generation Settlement + Organics Generation Colony + Organics Generation Center + Please compare the facilities with the AIC Non Organics Race Farming Facilities; you will notice a huge benefit with Organic Solar Generation, which the Organics doubly enjoy http://forum.shrapnelgames.com/images/icons/icon12.gif To point out that Solar Generation is a nice benefit for new Colonies, as it will yield very good Crop Harvests with much less people required http://forum.shrapnelgames.com/images/icons/icon7.gif . When compared to the other Resource Gathering (Specific) Facilities. Planet Lore 1-3. That yields a modest 1 thru 3 percent towards the increase the entire Systems Planet Conditions Change. Above plus the economic advantages enjoyed with affording Starliner Costs that propels a Human Player Organic Race towards early game growth and that leads to an inevitable productivity increase, sooner then non-Organic. That is a lot on the Plus side http://forum.shrapnelgames.com/images/icons/icon12.gif In my opinion, yes true the Organics have many different weapons, is this really a plus. Since, other then the Organic Armor and the 20kt Electric Discharge Weapon; they have to pack the same size ships as every on else. On the Plus side, there is a lot to be said for the Missile technology that increases in conjunction with other weapons. When it comes to Point Defense, it is near Imposable to take out scores and scores of incoming Missiles fired at your fleet http://forum.shrapnelgames.com/images/icons/icon7.gif Also to mention but not to compare since every race has their individual Specific AIC Racial Urban Centers. Macrobiotic City Agrarian Cultural Center Reference Name := Farming Settlement Description := Biological growing facility which generates organic materials from a planet's surface. In finite games farms have an added intrinsic value. Facility Group := Resource Extraction Facility Family := 2 Roman Numeral := 1 Restrictions := None Pic Num := 60 Cost Minerals := 1500 Cost Organics := 10 Cost Radioactives := 0 Number of Tech Req := 3 Tech Area Req 1 := Organics Extraction Tech Level Req 1 := 1 Tech Area Req 2 := Human Balance Tech Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 350 organics each turn. Ability 1 Val 1 := 250 Ability 1 Val 2 := 0 Ability 2 Type := Quantum Reactor Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Organics Ability 3 Descr := Ability 3 Val 1 := 100 Ability 3 Val 2 := 0 Name := Organics Generation Settlement Description := Organic growing facility which generates organic materials from a planet's surface. In finite games, OG Farms have an extra added intrinsic value. Facility Group := . Organic Facilities Facility Family := 2 Roman Numeral := 1 Restrictions := None Pic Num := 60 Cost Minerals := 1500 Cost Organics := 150 Cost Radioactives := 0 Number of Tech Req := 3 Tech Area Req 1 := Organic Engineering Tech Level Req 1 := 1 Tech Area Req 2 := Human Balance Tech Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 400 organics each turn. Ability 1 Val 1 := 200 Ability 1 Val 2 := 0 Ability 2 Type := Quantum Reactor Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Organics Ability 3 Descr := Ability 3 Val 1 := 200 Ability 3 Val 2 := 0 = = = Name := Farming Colony Description := Biological growing facilities which generates organic materials from a planet's surface. In finite games farms have an added intrinsic value. Facility Group := Resource Extraction Facility Family := 2 Roman Numeral := 2 Restrictions := None Pic Num := 98 Cost Minerals := 2000 Cost Organics := 15 Cost Radioactives := 10 Number of Tech Req := 3 Tech Area Req 1 := Organics Extraction Tech Level Req 1 := 2 Tech Area Req 2 := Human Balance Tech Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 450 organics each turn. Ability 1 Val 1 := 325 Ability 1 Val 2 := 0 Ability 2 Type := Quantum Reactor Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Organics Ability 3 Descr := Ability 3 Val 1 := 125 Ability 3 Val 2 := 0 Name := Organics Generation Colony Description := Organic growing facility which generates organic materials from a planet's surface. In finite games, OG Farms have an extra added intrinsic value. Facility Group := . Organic Facilities Facility Family := 2 Roman Numeral := 2 Restrictions := None Pic Num := 98 Cost Minerals := 2000 Cost Organics := 200 Cost Radioactives := 0 Number of Tech Req := 3 Tech Area Req 1 := Organic Engineering Tech Level Req 1 := 2 Tech Area Req 2 := Human Balance Tech Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 500 organics each turn. Ability 1 Val 1 := 250 Ability 1 Val 2 := 0 Ability 2 Type := Quantum Reactor Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Organics Ability 3 Descr := Ability 3 Val 1 := 250 Ability 3 Val 2 := 0 = = = Name := Farming Center Description := Large Scale biological growing facilities which generates organic materials from a planet's surface. In finite games farms have an added intrinsic value. Facility Group := Resource Extraction Facility Family := 2 Roman Numeral := 3 Restrictions := None Pic Num := 99 Cost Minerals := 2500 Cost Organics := 20 Cost Radioactives := 50 Number of Tech Req := 3 Tech Area Req 1 := Organics Extraction Tech Level Req 1 := 3 Tech Area Req 2 := Human Balance Tech Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 550 organics each turn. Ability 1 Val 1 := 400 Ability 1 Val 2 := 0 Ability 2 Type := Quantum Reactor Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Organics Ability 3 Descr := Ability 3 Val 1 := 150 Ability 3 Val 2 := 0 Name := Organics Generation Center Description := Organic growing facility which generates organic materials from a planet's surface. In finite games, OG Farms have an extra added intrinsic value. Facility Group := . Organic Facilities Facility Family := 2 Roman Numeral := 3 Restrictions := None Pic Num := 99 Cost Minerals := 2500 Cost Organics := 250 Cost Radioactives := 0 Number of Tech Req := 3 Tech Area Req 1 := Organic Engineering Tech Level Req 1 := 3 Tech Area Req 2 := Human Balance Tech Tech Level Req 2 := 1 Tech Area Req 3 := Construction Tech Level Req 3 := 1 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 600 organics each turn. Ability 1 Val 1 := 300 Ability 1 Val 2 := 0 Ability 2 Type := Quantum Reactor Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Organics Ability 3 Descr := Ability 3 Val 1 := 300 Ability 3 Val 2 := 0 [ September 22, 2003, 12:31: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
as Originally posted by GLV:
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Please consider that decreasing AST by 1000 points will also give all the AI Gas Players in AIC: Eee Abbidon Cryslonite The now extra 1000 points to Spend on what ever, and many feel they get of to a great start as it is with the extra Culture Centers they do enjoy with either AST or Nat Merchant trait that is added to the Homeworld. Also to consider, these extra points would impact balance of the other non-ast AI Players and the ast AI Players will still be as tough with you http://forum.shrapnelgames.com/images/icons/icon12.gif With that said, with the LAN Club players that beta tested AIC v1.0 thru v2.0; most of them felt they had to have the AST trait to compete against the other Human Players. When the AST cost was raised, the number of players dropped to only a few that would take this trait, and moved on to other traits for example Organic or just purchased more aptitude. ANd this is also what PvK suggestes in the readme. Actually, the same applied to Organics Races selections with in the LAN group, when there was 3 levels of Organic Replicant Centers and MASS:=1000; most said that was the clear choice for the Competitive edge. - - - - Quote:
However some may also agree, you really have your hands full playing No-Warp in Finite. Also note: In a No Warp COMBINED with NOT all warp Points Connected game there is a good chance that you will start with one opened adjacent System. If you also play with Neutrals, you may get lucky and have Tex, Cluck, Nultoh, or Bobroba next door from jump http://forum.shrapnelgames.com/images/icons/icon12.gif to Trade with as well, so this may be of some aid in your Finite game http://forum.shrapnelgames.com/images/icons/icon7.gif - - - - Quote:
However also to add, with some applied specific Racial Abilities on the individual Racial Culture Centers does save the need to get into a few Research Paths early not to mention the need to Build some Specific Facility early. In addition, it does not hurt and having a few Advantages on the Home World and in Home worlds, system does seem realistic. Please refer to reference below for some examples. Alneyan is also correct http://forum.shrapnelgames.com/images/icons/icon7.gif maybe we should add the Values to the CC description, I have always struggled with the fact that some information added; might suggest that the author is playing there game and not the Players actually experimenting with their own choices. I really do not know what is best, to much or not enough info , sometimes. - - - - Quote:
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I personally would want as much decreased CBEC as possible in my Home Systems. What would you do for example if you had a Fate Shrine, would you put a priority on it for your Home System? = = = = Reference AIC Racial Abilities on its CC Name := Population Center Ability 15 Type := Modify Reproduction - System Ability 15 Descr := Populations in Home System will reproduce faster. Ability 15 Val 1 := 1 Ability 15 Val 2 := 0 Ability 16 Type := Combat Modifier - System Ability 16 Descr := Defense of Home System is resolute and will receive a combat bonus to all ships and units. Ability 16 Val 1 := 2 Ability 16 Val 2 := 0 Ability 17 Type := Component Repair Ability 17 Descr := Orbital ship repair capability. Ability 17 Val 1 := 1 Ability 17 Val 2 := 0 Name := Psychic Race Cultural Center Ability 14 Type := Ship Training - System Ability 14 Descr := Psychic Training Academy. Ability 14 Val 1 := 2 Ability 14 Val 2 := 3 Ability 15 Type := Fleet Training - System Ability 15 Descr := Ships and Fleets in this system will improve each turn. Ability 15 Val 1 := 2 Ability 15 Val 2 := 2 Ability 16 Type := System Point Generation Modifier - Intelligence Ability 16 Descr := University of Psychic Studies. Psychic intelligence generation from Home System incresed by 5%. Ability 16 Val 1 := 5 Ability 16 Val 2 := 0 Name := Agrarian Cultural Center Ability 14 Type := Modify Reproduction - System Ability 14 Descr := Ability 14 Val 1 := 2 Ability 14 Val 2 := 0 Ability 15 Type := Plague Prevention - System Ability 15 Descr := University of Organic Studies. Prevents level 2 plagues in this system. Agrarian Populations in the Home System will reproduce faster. Ability 15 Val 1 := 2 Ability 15 Val 2 := 0 Name := Temporal Race Cultural Center Ability 15 Type := System Point Generation Modifier - Research Ability 15 Descr := Temporal College. All research in the Home System is increased by 5%. Ability 15 Val 1 := 5 Ability 15 Val 2 := 0 Name := Crystal Race Cultural Center Ability 15 Type := Shield Modifier - System Ability 15 Descr := Transmission Center. The shield strength of all ships in the Home System starts at 30 shield points. Ability 15 Val 1 := 20 Ability 15 Val 2 := 0 Name := Religious Cultural Center Ability 15 Type := Planet Conditions Change - System Ability 15 Descr := Religious Fate Seminary. Improved happiness of the populations and a decreased chance of any bad events in the Home System. Ability 15 Val 1 := 1 Ability 15 Val 2 := 0 Ability 16 Type := Change Bad Event Chance - System Ability 16 Descr := Ability 16 Val 1 := ? Ability 16 Val 2 := 0 Ability 17 Type := Change Bad Intelligence Chance - System Ability 17 Descr := Nature Conservatory. Increases the conditions of all planets in the Home System by 1% each year. Ability 17 Val 1 := -5 Ability 17 Val 2 := 0 Ability 18 Type := Change Population Happiness - System Ability 18 Descr := Ability 18 Val 1 := 2 Ability 18 Val 2 := 0 [ September 22, 2003, 21:07: Message edited by: JLS ] |
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