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-   -   AI Campaign v4.0 RELEASED (http://forum.shrapnelgames.com/showthread.php?t=10619)

Grand Lord Vito October 24th, 2003 09:26 PM

AI Campaign v4.0 RELEASED
 

=======================================
AI Campaign V4.0 UPGRADE
=======================================


Conceptual:
New Event file with good and bad events; and a Default high zip file that operates at 84% High Event Chance frequency for an ever changing universe. Settings of 100% is Possible without the Heroes Epic or a Cursed starting trait.
Added additional Random events with images.
New 6 varied Event file zip options.
Tweaked Finite Economics Module.
Tweaked AI Balance Module.
Tweaked AI Player Minesweeping - Mottlee
Reduced AI inherent Minesweeping.
Tweaked Strategic and Tactical Fighter Module.

TECH:
New Tech Veneration.
New Tech Immigration.
Tweaked some additional Techs.

Facilities:
New Facilities Debarkation Depot.
New Facilities Heroes Epics and Faith Shrine.
Increased Climate Control Facility values, Alneyan.
Tweaked Nature and some Planet Utilization Facilities costs ~Oleg
Lowered Costs and increased capacity for Resource Storage Facilities ~GLV & Oleg
Further tweaked Planet Utilizations.
Tweaked many Facilities.

Vehicles:
New Frigates now can have 5 Engines.
Reminder that Fast Colonizers also can have 4 Engines.
Revised Freighter Cargo Capacity.
Tweaked small ship maneuverability modifiers for increased specialization.
Human Players Fast Frigates have gained an extra engine.
New Deep Space Supply Base.

Components:
New Ram Scoop Components.
Emergency Propulsion Fix ~ PTF
Corrected some Roman Numerals 3 ~Spoo
Revised Solar Sails ~Spoon
Revised Fighter and Sat Armor ~Oleg
Tweaked many Components.

Intel Projects:
New 2 varied Psychic Intel Zip Options.
Revised and tweaked Psychic Intel Projects and Intel Facilities.

Quadrant Maps:
Open Warp distances for Stellar Manipulation 1 (3to4)(5to6) ~QB
Added/or tweaked Centurion Systems for all quads.


Interface:
Corrected many Typos.

Notes:
Revised order for Random Events ~Oleg
Revised Happiness File ~Fyron
Refugee Images ~Oleg
Some additional AI Player med and late game growth tweaks
Non Psychotic AI anger levels adjusted to be more tolerant to the Human Players with this Version.
Adaptations from PvK's Culture Mod.

Human Player may mix options below.

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)
NEW~Races that you wish not to start your next random game; Place in the [Pictures folder/Race removed from play folder].

= = = = = = = = = = = = = = = = = = = = = =

AIC v4.0 is a stand alone and full upgrade.
Download size (4.07 meg)


(>>> AI Campaign v4.0 <<<)

=====================================
=====================================

One word JLS, its awesome
The new style of Events are huge and the new options are fantastic

[ October 24, 2003, 20:31: Message edited by: Grand Lord Vito ]

Grand Lord Vito October 24th, 2003 09:51 PM

Re: AI Campaign v4.0 RELEASED
 
It was to late to edit Last post http://forum.shrapnelgames.com/image...s/confused.gif

EDIT:

http://forum.shrapnelgames.com/images/icons/icon6.gif

I like the way you set up the Medical Teams as an event that gives us a chance to answer a medical crisis before it gets out of control, nice touch. http://forum.shrapnelgames.com/images/icons/icon6.gif

Warping that now has a new meaning http://forum.shrapnelgames.com/images/icons/icon12.gif

RAIDERS: Playing against them is like a game with in a game (sweet)

http://forum.shrapnelgames.com/images/icons/icon6.gif

[ October 24, 2003, 20:52: Message edited by: Grand Lord Vito ]

clark October 24th, 2003 11:41 PM

Re: AI Campaign v4.0 RELEASED
 
This is cool...

I did notice though that the names (for ships) files are missing...

Fyron October 25th, 2003 01:34 AM

Re: AI Campaign v4.0 RELEASED
 
Then you want to get the Design Names Anthology.

http://dna.spaceempires.net/

JLS October 25th, 2003 05:18 AM

Re: AI Campaign v4.0 RELEASED
 
Not a problem, Ship Names will default to the stock se4.

However, I also use Fyrons Design Names Anthology and they are gtreat. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 25, 2003, 04:19: Message edited by: JLS ]

JLS October 25th, 2003 11:02 AM

Re: AI Campaign v4.0 RELEASED
 
Quote:

Originally posted by clark:
This is cool...

I did notice though that the names (for ships) files are missing...

<font size="2" face="sans-serif, arial, verdana">Dummy me, I forgot to delete the Dsgnname folder from the AIC directory so the Human Player option would default to the stock se4 directory.

Quote:

However, I also use Fyrons Design Names Anthology and they are great
<font size="2" face="sans-serif, arial, verdana">This is how I missed it...

Thanks Clark. http://forum.shrapnelgames.com/images/icons/icon7.gif
Design Names will have a better system with v4.01 http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 25, 2003, 10:07: Message edited by: JLS ]

QBrigid October 25th, 2003 02:54 PM

Re: AI Campaign v4.0 RELEASED
 
I use my own names so nothing has changed.

If I typed my ship and unit names to a text file and put it in the AIC dsnames folder then all I have to do is point and click? http://forum.shrapnelgames.com/images/icons/icon6.gif

clark October 25th, 2003 03:42 PM

Re: AI Campaign v4.0 RELEASED
 
Looking at how extensive, and detailed all of the modifications you have made, I felt bad for pointing this out. It is such a minor minor, meaningless detail!

Kudos to you and all who helped create this!

I get the same feeling now as when I first played SEIV stock, looking at the tech tree, not knowing where it leads, what will happen, how badly I'm going to to get mauled by fluffy-bunny looking aliens...

Does this mod work with FQM (deluxe or otherwsie)? I have FQM for some of the mods, but I can't seem to make FQM appear in all of the mods... anyone point me in the right direction to make the neccessary file changes? http://forum.shrapnelgames.com/images/icons/icon7.gif

And just a suggestion, and I'm sure there is reason for it, but I did notice that the maximum ships for the game is defaulted to 20000, but the units is defaulted to 10000... is it wise to change this to 20000? If so, perhaps in 4.01 you could reset the default values to 20000. Either way, I know how to change it, but I just thought I would ask. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder October 25th, 2003 03:46 PM

Re: AI Campaign v4.0 RELEASED
 
Clark: I use AIC with a modified FQM (took out the quadrants with asteroids). To use FQM I have to scroll down in the qudrant setup screen during game setup and choose a FQM quadrant-type.

May not be the easiest way but it does work.

[ October 25, 2003, 14:51: Message edited by: pathfinder ]

Grand Lord Vito October 25th, 2003 04:50 PM

Re: AI Campaign v4.0 RELEASED
 
Quote:

Originally posted by clark:
Does this mod work with FQM (deluxe or otherwsie)? I have FQM for some of the mods, but I can't seem to make FQM appear in all of the mods... anyone point me in the right direction to make the neccessary file changes? http://forum.shrapnelgames.com/images/icons/icon7.gif

And just a suggestion, and I'm sure there is reason for it, but I did notice that the maximum ships for the game is defaulted to 20000, but the units is defaulted to 10000... is it wise to change this to 20000? If so, perhaps in 4.01 you could reset the default values to 20000. Either way, I know how to change it, but I just thought I would ask. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">A normal overwrite with FQM or any MOD will break AIC if the files are changed, but you probably know that. http://forum.shrapnelgames.com/images/icons/blush.gif

I think JLS has already posted a few months ago to do what Pathfinder has done but did not get to it because we wanted 4.0 now http://forum.shrapnelgames.com/images/icons/icon10.gif

I think the maximum ship are defaulted at only 2000 and max units in space are at the full 20000
I don't think it matters the most ships I ever had with AIC was about 500 total ships in about 1500 turns.

[ October 25, 2003, 15:52: Message edited by: Grand Lord Vito ]

JLS October 25th, 2003 05:53 PM

Re: AI Campaign v4.0 RELEASED
 
Quote:

Originally posted by clark:
Looking at how extensive, and detailed all of the modifications you have made, I felt bad for pointing this out. It is such a minor minor, meaningless detail!
<font size="2" face="sans-serif, arial, verdana">Thank you Clark http://forum.shrapnelgames.com/images/icons/icon7.gif

Please keep the suggestions coming, when it compares to meaningless details, there is no
Comparison to time meaninglessly invested http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 25, 2003, 16:56: Message edited by: JLS ]

JLS October 25th, 2003 06:02 PM

Re: AI Campaign v4.0 RELEASED
 
Quote:

Originally posted by Grand Lord Vito:
I think JLS has already posted a few months ago to do what Pathfinder has done but did not get to it because we wanted 4.0 now http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">FQM Quad menu options is on the task list but I have yet to start it, I suspect it will be in AIC v4.01 or v4.02
http://forum.shrapnelgames.com/images/icons/icon12.gif

QBrigid October 26th, 2003 11:44 AM

Re: AI Campaign v4.0 RELEASED
 
Quote:

Originally posted by JLS:
FQM Quad menu options is on the task list but I have yet to start it, I suspect it will be in AIC v4.01 or v4.02
<font size="2" face="sans-serif, arial, verdana">Thats ok JLS the time you put in the AIC Event file makes up for it. http://forum.shrapnelgames.com/images/icons/icon12.gif
We do expect FQM in the next Version http://forum.shrapnelgames.com/images/icons/icon10.gif

GLV says it all about your event files TREMENDOUS !!!


I like the way you set up the Medical Teams as an event that gives us a chance to answer a medical crisis before it gets out of control, nice touch.

Warping that now has a new meaning

RAIDERS: Playing against them is like a game with in a game (sweet)


Also to mention EVENTS that deliver new colonists by Star Liners and Refugee Families from other systems


[ October 26, 2003, 09:50: Message edited by: QBrigid ]

gregebowman October 27th, 2003 05:23 PM

Re: AI Campaign v4.0 RELEASED
 
I haven't played this mod yet, although I do have v3.02 on my computer. Once I d/l this Version, is there any mod I can add to this without "breaking" it? Someone mentioned FQM? HOw can I adjust it so that it will work with this mod until the next Version comes out? Or exactly how does Pathfinder's method works?

Fyron October 27th, 2003 09:09 PM

Re: AI Campaign v4.0 RELEASED
 
FQM has help files on combining it with other mods. Check them out. http://forum.shrapnelgames.com/images/icons/icon7.gif It would be best to use the No Ast Belt type of quadrants, so that you do not get 1000s of asteroids to mine and far-outpace the AI, which can not do remote mining. The large asteroid belts of FQM break Proportions/AIC mods. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 27, 2003, 19:10: Message edited by: Imperator Fyron ]


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