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Re: AI Campaign => For a Challenging AI opponent
Sweet job JLS, looks like I will be playing AIC all week end. Nobody should miss me at work today http://forum.shrapnelgames.com/images/icons/icon12.gif
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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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* 800 points for a reduction of 0,8% of upkeep, you would need 1000 points for a reduction of 1,0% of the upkeep. A ship costing 100 mineral every turn would then cost 90 mineral. * 1500 points for a reduction of 0,5% of the upkeep, and you would need 3000 points to have a reduction of 1%. Your ship costing 90 mineral would then need 80 mineral every turn. You would therefore need 4400 points for having a relative reduction of 20% of the upkeep. (8X100 for 108 and then 12X300 after 108) On the other hand, you only need 500 points to have a +20% in mineral, organics or radioactives. 1500 points for a global improvement of +20% then, although organics are usually not that useful. These figures are still before threshold, which is at 120. An increase of 1% requires 25 points. At this moment, you have virtually the same effect for almost 3000 less points. Now after threshold, at 120: * You need 60 points to increase your mineral production by 1% => 1200 points for an increase of 20% * You need 50 points to increase your organics/radioactives production by 1% => 1000 points for an increase of 20% * 3200 points then for a global increase of 20%, although once again, organics aren't that useful. So for 4700 points, you have an increase of +40% of your production, while on the other hand, your maintenance costs may be reduced by 20% for 4400 points. However, I have yet to take into account the cultures. Although it seems like the Worker culture helps more production than maintenance, and so won't change much. Before I digress even more, are my calculations credible for you JLS or am I forgetting something essential? I mean, there may be a flaw in the reasoning. (Silly maths) http://forum.shrapnelgames.com/images/icons/icon12.gif EDIT: About your example Oleg, you need 500 points to reduce upkeep by 5% (100 => 95), but you only need 375 points to increase resource production by 5%. So even there, increasing resource production is cheaper. (For instance, in one case, you pay 95 mineral upkeep and produce 100 mineral, in the other case, you pay 100 mineral upkeep and produce 105 mineral) [ October 24, 2003, 13:02: Message edited by: Alneyan ] |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by Imperator Fyron:
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Regardless, that happiness file is great, and was instrumental with the revision of the AIC’s default Human Players Happiness cell http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Campaign => For a Challenging AI opponent
Make sure to get the latest Version before you start on AIs. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Will do Fyron, I will post at Adamant to confirm the correct DL Version http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by PsychoTechFreak:
Observing the Extras folder http://forum.shrapnelgames.com/image...s/rolleyes.gif Quote:
The Intel zip options may be interchanged and counterchanged at any time thru out your game, just reload the save from desktop. - - - Quote:
AIC v4.0 supplied EVENT Options: (e1) You may interchange or counterchange any of the Default Events low, med or high at any time, just reload save from desktop. All three-default Event files are identical in all categories and will have NO in-game irreversible or game stopping events http://forum.shrapnelgames.com/images/icons/icon12.gif e1a: AIC default LOW Event Frequency zips option; is complete with a settings file at L10%, M20%, H50%. e1b: AIC DEFAULT Event Frequency zips option; is complete with a settings file at L20%, M40%, H60%. e1c: AIC default HIGH Event Frequency zips option; is complete with a settings file at L30%, M60%, H84%. I feel 84% is the frequency maximum for the extreme default settings files and it make a nice fit with the Heroes Epic +15 CBEC = 99% chance for that system, if you can believe in those Heroes, Idols and Gods mumbo-jumbo stuff http://forum.shrapnelgames.com/images/icons/icon12.gif - - - Also supplied for the Players that wish to have added deadlier events: (e2) AIC Events Planet destroyed zip option: L10%, M20%, H50%. In addition, once this is added to an on going game you really should not interchange back to a default Events of option (e1abc). Knowing that there is still a possible Planet Destroyed in the mix and that cell (34) may need to be called again in about Time Till Completion := 10 . So basically, if you where to go back to defaults from a greater option and Last 11 turns I would think you are now good to go, with out error for the remainder of that game. (e3) AIC Events Star destroyed zip option: L05%, M20%, H40%. In addition, once this is added to an on going game you really should not interchange back to a default Events of option (e1abc)or (e2). Knowing that there is still a possible Planet Destroyed and Star destroyed in the mix and that cell (34 and or 35) may need to be called again in about Time Till Completion := 30 . So basically, if you where to go back to defaults from this greater option and Last 31 turns I would think you are now good to go, with out error for the remainder of that game. == == == (e4) Stock se4 events must start new game zip option: L05%, M10%, H25%. The se4 Stock Events file may be added, however this must be for a new game only. If you add (e1), (e2) or (e3) chances are you will error at some point in your game due too; all cells not even close to that of the default Event files and TTC READ ERROR will occur in games beyond 19turns. == == == Inclusive of the above, you may use any Event option when starting a new game… You may interchange or counterchange any of the Default Events low, med or high at any time, just reload save from desktop. In addition you may add EVENT option (e2)or(e3) to (e1)without error fear. You also may add EVENT option (e3) too (e2) also without error fear. = = = Whos is on first. No He is at third. Who is on first? http://forum.shrapnelgames.com/images/icons/icon10.gif [ October 25, 2003, 06:44: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by Grand Lord Vito:
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What FREE Human Player starting traits did you choose? = = = NEW~Trait Human Player option 1 (O1*) Human Players Advantage: Resulting in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option. ~Trait Human Player option (O2) Human Player - Advantage for a Balance: That will result in a Better all around Home World. ~Trait Human Player option (O3) Human Player - Excellent Advantage: For a much higher Proportions of Resources (not recommended for Finite Games). ~Trait Human Player option (O4) Human Player - Results in a game requiring more logistics. ~Players may also add (mp1 thru 3) for Handicapping for Multiplayer. MP1-3 May also be used in Solo games, great for a Dual Race Bonus. ~Trait Human Player option (SF) Human Player - Terminal Advantage: Strategic Fighters(gives Fighters System move capabilities) = = = Quote:
This is a result form Oleg's observation that we loose way to many Colonies to: Level 2 and Level 3 se4 Plagues. If you noticed with AIC v4.0; Medical teams WILL prevent a Medical Crisis at a Colony; providing the Releif ship arrives in time to apply the necessary medical treatments. ~TIP~ You may want to always maintain a Medical Team or two on Stand-by for any Colony that may become in need http://forum.shrapnelgames.com/images/icons/icon12.gif - - - Quote:
And yes there will be an ever changing universe with some apposite conditions http://forum.shrapnelgames.com/images/icons/shock.gif - - - Quote:
~TIP~ You may want to always maintain a Security Fleet of about 4-12 inexpensive Scout Class vessels at the ready and available for the full use of any Governors discretion, for the welfare of that Colony http://forum.shrapnelgames.com/images/icons/icon12.gif = = = Thanks GLV http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 25, 2003, 23:27: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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(> Design Names <) [ October 25, 2003, 11:12: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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Cryslonite Fazrah http://forum.shrapnelgames.com/images/icons/icon8.gif Krill Piundon XiChung http://forum.shrapnelgames.com/images/icons/icon8.gif This leaves 15 races in the RACES folder. http://forum.shrapnelgames.com/images/icons/icon6.gif |
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