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JLS February 21st, 2003 11:00 PM

AI CAMPAIGN ; Released
 
~
This thread is for topics related AI Campaign :

Please download it in link below or in the Mods thread… Let me know what you think.

AI Campaign ~ Is optimized for Solitaire Play, Simultaneous Play, and Finite resources. It can be enjoyed in multiplayer LAN or Modem games as well. With its enhanced infrastructure, diplomatic and economic interface, in addition to an improved CHALLANGING and diverse AI. Included are startup choices for the Solo Human Player, which range from very easy to fatalistic.

AI Campaign~ Incorporates-> AI BALANCE MOD 5-8-2002 by John Sullivan. Created specifically for a more challenging AI. AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues to name a few and does not use our fun stuff like; star liners, low level Master Computers etc.

AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD 12-26-2002 by John Sullivan. Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.

AI Campaign~ Incorporates-> FINITE ECONOMICS MOD 1-2-2003 by John Sullivan. This MOD helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign. Finite economics mod Introduces Imperial Trade, trade centers and Asteroid Resource Domes.

AI Campaign~ Incorporates-> MULTIPLAYER LADDER HANDICAP MOD 8-8-2002 by John Sullivan. This helps less experienced players in your group by selecting an agreed MP ladder Handicap Level selection or selections from the Traits Menu for a point bonus that can be spent by weaker players before staring a new game. Tested and endorsed by The Strategic Gamers LAN Group.

Any questions on mod or Downloads,
E-Mail me @ Sullivan_JohnL@msn.com


To Download and for updates; click link below

(((> AI Campaign <)))

~

[ February 21, 2003, 23:06: Message edited by: JLS ]

oleg February 21st, 2003 11:55 PM

Re: AI CAMPAIGN ; Released
 
Very intriguing. But are you sure you can make AI work well with finite resourses ? So far it was a chalange. May be it would be better to optimize infinite resourses game for AI sake.

JLS February 22nd, 2003 12:20 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
Very intriguing. But are you sure you can make AI work well with finite resourses ? So far it was a chalange. May be it would be better to optimize infinite resourses game for AI sake.
<font size="2" face="Verdana, Helvetica, sans-serif">Absolutely the AI can keep up, the trick is do you remember how to stay ahead in net resources. I bet its been awhile since you played a Finite Game…
The AI plays extremely well at Infinite resources as well in AI Campaign.

[ February 21, 2003, 22:27: Message edited by: JLS ]

JLS February 22nd, 2003 12:31 AM

Re: AI CAMPAIGN ; Released
 
Actually, Oleg you are credited for help with the Temporal and Religious Races for some Components balance.

[ February 21, 2003, 23:19: Message edited by: JLS ]

Fyron February 22nd, 2003 01:50 AM

Re: AI CAMPAIGN ; Released
 
AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.

JLS February 22nd, 2003 02:12 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Imperator Fyron:
AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon8.gif I know I have played many mods and Base SE4 since SE4 hit the market….
AI Campaign is modeled to handle Finite very well, and Fleet replacement of its losses.
We have been building this for months.
~
All I ask is that you try it. It won’t take you long to figure out how I accomplished this thru AI Balance and Finite Mods http://forum.shrapnelgames.com/images/icons/icon12.gif
~
A matter of fact you have some contribution to this Model and you have been mentioned in the credits. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ February 22, 2003, 00:15: Message edited by: JLS ]

oleg February 22nd, 2003 03:01 AM

Re: AI CAMPAIGN ; Released
 
Thanks, John http://forum.shrapnelgames.com/images/icons/icon7.gif

Another question before I actually play your mod:
Is it still benefitical to take Religious because Nature shrine can "grow" resources on all colonies ?

JLS February 22nd, 2003 03:11 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
Thanks, John http://forum.shrapnelgames.com/images/icons/icon7.gif

Another question before I actually play your mod:
Is it still benefitical to take Religious because Nature shrine can "grow" resources on all colonies ?

<font size="2" face="Verdana, Helvetica, sans-serif">With War Shrine, Death Shrine, Fate Shrine the Time Shrine is great for Resources.

Exactly the nature shrine has been toned down
and I believe the Talisman is what you suggested http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg February 22nd, 2003 03:25 AM

Re: AI CAMPAIGN ; Released
 
First impression: Looks REALLY good ! http://forum.shrapnelgames.com/images/icons/icon7.gif

First comment: Designnames folder is empty. http://forum.shrapnelgames.com/images/icons/icon9.gif No big deal but anyway. It would be good to include into facility info how many research points Cultural centers generate.

Fyron February 22nd, 2003 03:32 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by JLS:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon8.gif I know I have played many mods and Base SE4 since SE4 hit the market….
AI Campaign is modeled to handle Finite very well, and Fleet replacement of its losses.
We have been building this for months.
~
All I ask is that you try it. It won’t take you long to figure out how I accomplished this thru AI Balance and Finite Mods http://forum.shrapnelgames.com/images/icons/icon12.gif
~
A matter of fact you have some contribution to this Model and you have been mentioned in the credits. http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Umm... sorry for not being 100% clear. My post was mostly referencing this statement:

Quote:

Absolutely the AI can keep up, the trick is do you remember how to stay ahead in net resources. I bet its been awhile since you played a Finite Game…
<font size="2" face="Verdana, Helvetica, sans-serif">and the AIs inability to normally handle finite resources games. I did not mean that your scenario/mod thingie wouldn't work. It could, as long as you built a lot of value improving facilities for the AIs when you set them up. http://forum.shrapnelgames.com/images/icons/icon7.gif Otherwise, they will eventually die off from not having any more resource production. They do not know how to build enough value improvement plants to keep pace with their resource production. They do not know how to limit ship building when necessary to conserve resources. They do not know how to balance resource producing facilities with resource storage facilities. If you made allowances for this to compensate for the AI stupidity, then they could indeed be able to pose a challenge.

Edit:
And also, might I ask what this means (in the mod's readme):

Quote:

Imperator Fryon for the inspiration of the Centurion Race and the copy of AICs CCC Image.
<font size="2" face="Verdana, Helvetica, sans-serif">

[ February 22, 2003, 01:38: Message edited by: Imperator Fyron ]

JLS February 22nd, 2003 03:54 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
First impression: Looks REALLY good ! http://forum.shrapnelgames.com/images/icons/icon7.gif

First comment: Designnames folder is empty. http://forum.shrapnelgames.com/images/icons/icon9.gif No big deal but anyway. It would be good to include into facility info how many research points Cultural centers generate.

<font size="2" face="Verdana, Helvetica, sans-serif">SE4 design names default to se4 dir. Although this is were I would like to put your races if you give me the go ahead.
Ahh, This is vague I know, esthetically I felt this was better to leave out some info however you can see the totals and devide the CCs, plus some other reasons in regards to capture… http://forum.shrapnelgames.com/image...s/rolleyes.gif
Notice if you play a Specific Race you get some of there specific Culture Centers. In example Crystal Construction, Temporal Construction etc. which allows there specific structures. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ February 22, 2003, 02:06: Message edited by: JLS ]

JLS February 22nd, 2003 04:02 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Imperator Fyron:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Imperator Fryon for the inspiration of the Centurion Race and the copy of AICs CCC Image.

<font size="2" face="Verdana, Helvetica, sans-serif"></font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I was inspired by your Ancients Race that is how the Centurion Race was adopted http://forum.shrapnelgames.com/images/icons/icon6.gif

The Colonial Culture center PIC came from your Image Modpack http://forum.shrapnelgames.com/image...s/confused.gif

[ February 22, 2003, 02:03: Message edited by: JLS ]

Fyron February 22nd, 2003 04:08 AM

Re: AI CAMPAIGN ; Released
 
Quote:

SE4 design names default to se4 dir. Although this is were I would like to put your races if you give me the go ahead.
<font size="2" face="Verdana, Helvetica, sans-serif">If the designnames folder is existant and empty, SE4 will not see any design name files. It is one of those folders that SE4 will not look into the default folder to find files if there is a folder in the mod folder (like Pictures\Races (that folder, not subfolders of the folder)).

Quote:

I was inspired by your Ancients Race that is how the Centurion Race was adopted
<font size="2" face="Verdana, Helvetica, sans-serif">Ummm... I see no Centurion race in the mod. Am I missing something?

By my Ancients Race, what exactly are you referencing? I am a little confused. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

The Colonial Culture center PIC came from your Image Modpack
<font size="2" face="Verdana, Helvetica, sans-serif">It is not my image mod pack, though I do host a mirror for it. I guess that image did come from a submission I made to the Image Mod though (a submission of images borrowed from Birth of the Federation). http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 22, 2003, 02:11: Message edited by: Imperator Fyron ]

JLS February 22nd, 2003 04:34 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">SE4 design names default to se4 dir. Although this is were I would like to put your races if you give me the go ahead.
<font size="2" face="Verdana, Helvetica, sans-serif">If the designnames folder is existant and empty, SE4 will not see any design name files. It is one of those folders that SE4 will not look into the default folder to find files if there is a folder in the mod folder (like Pictures\Races (that folder, not subfolders of the folder)).</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">~Well, the other races design names are in the game, I just loaded my save game and they are coming from se4 default In regards to the AI Player. In regards to Human Players we name them our self’s (At least we do)... When you meet a race in your game you will see... http://forum.shrapnelgames.com/images/icons/shock.gif
~~~~~~~~~~~~~~~~
~When you play a few games you will be understand the Centurion race better. http://forum.shrapnelgames.com/images/icons/icon12.gif
~~~~~~~~~~
[quote]By my Ancients Race, what exactly are you referencing? I am a little confused. http://forum.shrapnelgames.com/images/icons/icon7.gif
Quote:


~No matter, but thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif
~~~~~~~~~~~~~~~
It is not my image mod pack, though I do host a mirror for it. I guess that image did come from a submission I made to the Image Mod though (a submission of images borrowed from Birth of the Federation). http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">~ Again I thank you and I will give thanks to the Birth of the Federation http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 22, 2003, 02:40: Message edited by: JLS ]

Fyron February 22nd, 2003 04:45 AM

Re: AI CAMPAIGN ; Released
 
Ok... maybe SE4 ignores empty folders. But, try putting a few files in there, and see what happens. http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS February 22nd, 2003 05:01 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Imperator Fyron:
Ok... maybe SE4 ignores empty folders. But, try putting a few files in there, and see what happens. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks for the tip, the next release will have a full Complement with new race types. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron February 22nd, 2003 05:07 AM

Re: AI CAMPAIGN ; Released
 
I could upload my design names folder (later). It has tons and tons of files gathered over the years, though it would be credit less.

JLS February 22nd, 2003 05:10 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Imperator Fyron:
I could upload my design names folder (later). It has tons and tons of files gathered over the years, though it would be credit less.
<font size="2" face="Verdana, Helvetica, sans-serif">SURE, THANKS !!! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Nodachi February 22nd, 2003 06:24 AM

Re: AI CAMPAIGN ; Released
 
I've been giving your mod a try, so far so good! http://forum.shrapnelgames.com/images/icons/icon7.gif

However, that is not the reason for this post.
In the future please refrain from sending e-mails announcing that your mod is availible. This forum is generally good natured but if you spam people http://forum.shrapnelgames.com/images/icons/icon8.gif watch out for the fallout.

Please consider this a friendly warning. http://forum.shrapnelgames.com/images/icons/icon7.gif

QBrigid February 22nd, 2003 06:33 AM

Re: AI CAMPAIGN ; Released
 
I've been playing the MOD, pretty good, so far. Thanks for the heads up, I would not have checked the Boards tonight if you hadn't sent an email--- and I'm off tomorrow!

Suicide Junkie February 22nd, 2003 07:49 AM

Re: AI CAMPAIGN ; Released
 
Ok, how do I go about creating a colony ship when the colony module is more than 10x the size of the colony hull, and there aren't any colony module mounts?

Nodachi February 22nd, 2003 07:56 AM

Re: AI CAMPAIGN ; Released
 
The colony ship hull has it built in.

Lord Kodos February 22nd, 2003 08:15 AM

Re: AI CAMPAIGN ; Released
 
Sure ill test it out soon as my gold Version arrives...

BTW, you may want to send your images in to Suicide Junkies image mod, if you have not already done so.

It saves time on the download, which, if you upload all the DSGNNAMES files, will definately be appreciated.

Cant wait to try it out.

Fyron February 22nd, 2003 01:00 PM

Re: AI CAMPAIGN ; Released
 
Ok... here is a collection of 156 design names files that I have gathered over the years. I know there are more out there that are not in this zip, but oh well. http://forum.shrapnelgames.com/images/icons/icon12.gif I am not even going to think about trying to make a credits listing. http://forum.shrapnelgames.com/images/icons/icon7.gif

156 Design Names Files.zip

oleg February 22nd, 2003 01:34 PM

Re: AI CAMPAIGN ; Released
 
System Gravitational Shield facility is unavailable to human players - it requires human tech. level 2, but only level 1 exist http://forum.shrapnelgames.com/images/icons/icon9.gif

Is it by design or mistake (I hope for later !)

Still can not figure out is it better to play finite or infinite resources.

JLS February 22nd, 2003 03:01 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
I have an impression that Religious tech is too weak now. Nature shrine must be level 3 to get any resource improvements and it is 1% only, best Talisman is just 20% bonus http://forum.shrapnelgames.com/images/icons/icon9.gif Well, it may be a good idea to get rid of "always hit" but why not add few more levels to reach, for example, 50% at very high research expence ?
<font size="2" face="Verdana, Helvetica, sans-serif">Nature Shrine (I-III)
Planet Conditions Change – System (1-2-3) unchanged
Planet Value Change – System (was lowered to One; it was very powerful).
Base se4 Talisman :
Some complaints are that it is to large 50 kt and does not fit well on small ships.
Most complain it always allows the ships full weapon complement to hit!

Since it is encouraged to have many small combat ships in your fleet this is why the KT was lowered to 10 and I agree with you 50% is a good to figure… Since Combat sensors and Talisman stack; for example a base Destroyer with talisman 4 and level 5 sensors hit at 53%. With even higher level combat sensors the Talisman combination nears 80 percent hits so there is a slight chance of a miss.

In the LAN group before the Religious changes about 70% plus would pick religious as a secondary trait in 3000 to 5000 point games. Now with the above changes about 20 to 30% take it and swear by it still.

As a test, it seems to be successful here, in our LAN Group. The benefit of stack Combat sensors on smaller ships and still having some punch and addressing the 100% percent to hit complaints.

Yes, the debate continues here still and the guys that use Religious are the first to come to the defense of the new changes.

PS: There is some wiggle room of 15 to 20 added to Hit, but now were nearing the possibility of exceeding 100%.

[ February 22, 2003, 13:48: Message edited by: JLS ]

oleg February 22nd, 2003 03:45 PM

Re: AI CAMPAIGN ; Released
 
I don't like new fighter weapons, Armed Cockpit and Turret guns. I don't like them at all.
When fighter with 1 AC and 2 TG fires on stack of fighters it can kill 2-3 in one shot ! Even if targets have shield. http://forum.shrapnelgames.com/images/icons/icon9.gif I think it is overkill. It is just does not sound right. Also, it is often to have 1-2 spaces left on fighters, Why not to reinstall small armour for fighters ?

The idea of combat-only movement is a good one IMHO.

oleg February 22nd, 2003 04:40 PM

Re: AI CAMPAIGN ; Released
 
Small rocket pods, small parasite and few other fighter weapons use the same family number (2508) It cause mighty confusion during upgrade and not all weapons are listed when you use "only latest" view option.

JLS February 22nd, 2003 04:56 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
I don't like new fighter weapons, Armed Cockpit and Turret guns. I don't like them at all.
When fighter with 1 AC and 2 TG fires on stack of fighters it can kill 2-3 in one shot ! Even if targets have shield. http://forum.shrapnelgames.com/images/icons/icon9.gif I think it is overkill. It is just does not sound right. Also, it is often to have 1-2 spaces left on fighters, Why not to reinstall small armour for fighters ?

The idea of combat-only movement is a good one IMHO.

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks for the endorsement of Tactical Combat movement. This is a good starting point http://forum.shrapnelgames.com/images/icons/icon7.gif

In regards to Armed Cockpit and Turret guns these are optional weapons of choice, and they make a good addition to Interceptors and Fighter-Bombers.

In regards to Air to Air fighter Combat if you have 4 carriers loaded per side ( a few escorts optional) with a good combination varieties.

Some examples:
20% small Interceptors: Cock Pit with Bow Cannon, 2 Turret guns, engines with after-burners and a combat sensor.

30% small Fighter-Bomber: Cock Pit with Bow Cannon, 1 turret gun, 1 multi purpose weapon beam and a combat sensor. No after-burners.

20% medium Fighter-Bomber: Same as above with no turret gun but add a shield and ECM.

20% medium Fighter-Bomber: Same as above loose shield and add rockets or (racial) Torpedoes. Note Anti-Mater Torpedoes are different from others. All torpedoes are primarily anti-ship weapons.

10% large Torpedo Bomber: Same as F-B but include a shield.

Please add the above combination and percentages to your Simulation test with 4 or more carriers full for each side or Carriers vs. Planet with about half as much of the other sides in intercepters Fighters. Should make for an enjoyable show.

Note: Cluster Bombers are for a bombing planets and the unarmed cockpit is so it will not to engage in Air to Air. Optional Cock pit choice for a Kamikaze fighter.

Yes, the Point defense is about half that of a ships level 3 Point-Defense; on the Fighters Bow Cannon and less then half for the Turret guns. These values used to be less but the general consensus was to better the attack on Satellites with a little more bloodier fighter duals.

The main purpose different values, is to scale down the effects of fighters versus ships , considering both offensive and defensive stacking. So if we lower beam weapons to benefit Ships now we need to deal with shooting down fighters and Satellites so that gave rise to the Bow and Turret guns which is just basically point-defense. The same applies to armor in regards to defensive stacking. But armor might be back in the next Version.

All these weapons values are changeable put the premise above is still some what true.

TACTICAL FIGHTER MOD is still in it infancy and will start to make more sense with play and some positive changes, so we can make this better for the next release.

[ February 22, 2003, 15:08: Message edited by: JLS ]

JLS February 22nd, 2003 05:04 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
Small rocket pods, small parasite and few other fighter weapons use the same family number (2508) It cause mighty confusion during upgrade and not all weapons are listed when you use "only latest" view option.
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks for pointing that out in regards to multiple racial choice and families, we play tested Fighter Tactical interface for the Last few weeks in 2000 point setups where only one race trait is usually chosen by us and that’s how this got thru.

Many thanks http://forum.shrapnelgames.com/images/icons/icon7.gif and Consider it changed http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 22, 2003, 15:17: Message edited by: JLS ]

oleg February 22nd, 2003 05:39 PM

Re: AI CAMPAIGN ; Released
 
There was an idea circulating long time ago but never implemented - give AI a starting atmosphere converter. It should be available from the start to AI, upgradable to "normal" converters and require immense amount of time to convert atmosphere - for example 200 turns. AI constr_facil. file should have it as a first entry for all colonies. It should fix the problem that AI never scrap facilities and for example once it builds 3 mineral miners on domed medium planet it will never scrap one in favor of atm. converter. http://forum.shrapnelgames.com/images/icons/icon9.gif

This mod is the first one with dedicated AI tech and should take care of this problem !

JLS February 22nd, 2003 05:44 PM

Re: AI CAMPAIGN ; Released
 
Advanced Design Engineering

Allows the human player some Components that the AI player can’t possibly use yet or is at a disadvantage if you gave it to them… Mostly for AI Balance.
Some examples are:
Drop tanks for fighters so they can patrol a sector longer.
SPACE YARD Ships (the AI is at a real disadvantage here)
Ships Repair Bay Compartment (mostly AI logistics)
Cargo and Supply Niche
Cargo and Supply Compartment
Base Maneuver Thrusters (not recommended for early bases and kept to 1 combat move, so it will not move to soon from the planets protection in simu games). To name a few.
~Hardened Life Support.
~Combat Bridge
~Combat Aux Control
~Represents the research invested to towards the ultimate war ship.

JLS February 22nd, 2003 05:59 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
There was an idea circulating long time ago but never implemented - give AI a starting atmosphere converter. It should be available from the start to AI, upgradable to "normal" converters and require immense amount of time to convert atmosphere - for example 200 turns. AI constr_facil. file should have it as a first entry for all colonies. It should fix the problem that AI never scrap facilities and for example once it builds 3 mineral miners on domed medium planet it will never scrap one in favor of atm. converter. http://forum.shrapnelgames.com/images/icons/icon9.gif

This mod is the first one with dedicated AI tech and should take care of this problem !

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, I had tested that ability and it does work good; as well as some others, mainly on the AIs Primary Culture Center and they worked as fine until a HUMAN players captures the Planet or worse the home world. http://forum.shrapnelgames.com/images/icons/shock.gif

However, the AI keeps up really good with Resources in AI Campaign; after a few hundred turns you will see that their doing just dandy http://forum.shrapnelgames.com/images/icons/icon10.gif

[ February 22, 2003, 16:05: Message edited by: JLS ]

Suicide Junkie February 22nd, 2003 06:24 PM

Re: AI CAMPAIGN ; Released
 
Quote:

There is no need for Colony Modules on Colony ships. (Prevents fast colonizers)
Type Colony ships is now selected from the ship SIZE drop down menu in Create.
<font size="2" face="Verdana, Helvetica, sans-serif">I would suggest that the colony module component state in its description and/or abilities that it is not required on a colony ship.

I don't quite see what you mean by "preventing fast colonizers"
If you don't want Cruisers carrying colony modules you could either use a colonyship-only mount, or increase the "size" of the colony ship.

Also, you can't use a colony module on a base, since bases have no movement. You need at least 1 MP to land a colony, and even emergency propulsion pods won't help if you've got no movement points to start with.

Argh.
Maybe I'm just too used to QNP, but these engine limits are really annoying. I got all this free space, and I wanna go faster! http://forum.shrapnelgames.com/images/icons/icon7.gif

PS:
Your supply storage bays are a little odd (just like unmodded SE4, in fact). They are twice the size of an engine, yet hold only 20% more supplies.
My engineers need a smack upside the head if they can't figure out that they could just cut off the thruster part of an engine, and fit two or three in the space of one supply tank.

PPS:
For the "Small Arms I" troop weapons, the description says "+5 to hit", while the ability says +10.

Design Type "Armored Vehical" should be "Vehicle"

[ February 22, 2003, 16:46: Message edited by: Suicide Junkie ]

JLS February 22nd, 2003 06:46 PM

Re: AI CAMPAIGN ; Released
 
[quote]Originally posted by JLS:
Quote:

ability and it does work good; as well as some others, mainly on the AIs Primary Culture Center and they worked as fine until a HUMAN players captures the Planet or worse the home world. http://forum.shrapnelgames.com/images/icons/shock.gif

However, the AI keeps up really good with Resources in AI Campaign; after a few hundred turns you will see that their doing just dandy http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Speaking of testing abilities on the AIs culture centers, I tried (Resource Reclamation at 200) several months ago and the AI had never dropped in the Negative net resources even when I scraped all but one Culture Center putting the AI in a 4000 maintenance deficit and he never scraped a single ship although he could not build anything new. Sounded good to me, for a worse case AI scenario; until the next mourning when I realized that if captured by a Human Player it could facilitate an neat enterprise of building ships and then scraping them for near 100% Profit. Thats when I took another look at the AIs specific facilities http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie February 22nd, 2003 06:56 PM

Re: AI CAMPAIGN ; Released
 
Also, the Basic lifesupport component claims "not built to withstand battle damage" and has only 1 hitpoint.

That will almost ensure that the lifesupport is the LAST component destroyed. If it had an armor ability, it would be the first to go, though.

The 20% defense penalty forever seems a pretty harsh effect for just going cheap on the lifesupport.

I'd reccommend having something like +50% defense on lifesupport (with -50% on all hulls to cancel it out).
The ship would operate normally until it gets hit, and loses its ability to dodge when the crew all die from lack of the support systems.

JLS February 22nd, 2003 07:04 PM

Re: AI CAMPAIGN ; Released
 
[quote]Originally posted by Suicide Junkie:
[QB]
Quote:

Your supply storage bays are a little odd (just like unmodded SE4, in fact). They are twice the size of an engine, yet hold only 20% more supplies.
My engineers need a smack upside the head if they can't figure out that they could just cut off the thruster part of an engine, and fit two or three in the space of one supply tank.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif Yes, I agree with you here http://forum.shrapnelgames.com/images/icons/icon7.gif
Looks like a good change for the next Version.
~~~
PPS:
For the "Small Arms I" troop weapons, the description says "+5 to hit", while the ability says +10. Design Type "Armored Vehical" should be "Vehicle".

~Thanks I will fix that typo http://forum.shrapnelgames.com/images/icons/blush.gif

Suicide Junkie February 22nd, 2003 07:12 PM

Re: AI CAMPAIGN ; Released
 
It also seems like a lot of your weapons
(including DUC and defense cannons) have the to-hit notes in the small-font description instead of the bullet-point Ability descriptions.

Merely an interface issue, but I think it would be nice to have it listed as an ability in bright white text.

Small transport ability says "Size and lack of agility result in a 50% to hit modifier"
It dosen't mention whether that is positive, or negative, and dosen't say whether it affects offense or defense or both.

[ February 22, 2003, 17:20: Message edited by: Suicide Junkie ]

JLS February 22nd, 2003 07:18 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Suicide Junkie:
Also, the Basic lifesupport component claims "not built to withstand battle damage" and has only 1 hitpoint.

The 20% defense penalty forever seems a pretty harsh effect for just going cheap on the lifesupport.

<font size="2" face="Verdana, Helvetica, sans-serif">The Basic life support is cheap and faster to build and fits well with Transports, starliners and other none combat ships and bases. I feel -20% is justified. http://forum.shrapnelgames.com/images/icons/icon7.gif

http://forum.shrapnelgames.com/images/icons/icon7.gif However thanks for the Tip how dos this sound for the "Description := Mechanical means to generate a livable atmosphere on a starship. This component is not built for compactness and will not be an asset in a battle; but is less difficult to manufacture".

http://forum.shrapnelgames.com/images/icons/icon7.gif Wow SJ thanks for the help http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 22, 2003, 17:44: Message edited by: JLS ]

Suicide Junkie February 22nd, 2003 07:26 PM

Re: AI CAMPAIGN ; Released
 
I do agree that non-combatant ships should have a large negative combat modifier, but I just don't think the lifesupport should make any difference in combat ability (until its destroyed, at least)

Does the civilian grade lifesupport system fail to pump stimulant drugs into the air when the ship goes to battlestations or something? http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS February 22nd, 2003 07:32 PM

Re: AI CAMPAIGN ; Released
 
Regarding description and other text spelling, grammar even content and possible lack there of has to be looked at still.

My first goal was get the package to work, test it as extensive as possible and then release it… To correct all the text needed prior to releasing this first Version would of required another month of testing to check for any inadvertent collateral data change.

I must say the Last few weeks, I have had a strong desire to release it even with the Tactical Fighter Mod still in beta.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 22, 2003, 17:32: Message edited by: JLS ]

JLS February 22nd, 2003 07:37 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Suicide Junkie:
Does the civilian grade lifesupport system fail to pump stimulant drugs into the air when the ship goes to battlestations or something? http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
I Like It

Suicide Junkie February 22nd, 2003 07:43 PM

Re: AI CAMPAIGN ; Released
 
So, do you want spelling/content/etc reports made anyways, or should they be ignored to keep this thread shorter?

In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important.

In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...

JLS February 22nd, 2003 07:48 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Suicide Junkie:
So, do you want spelling/content/etc reports made anyways, or should they be ignored to keep this thread shorter?

In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important.

In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...

<font size="2" face="Verdana, Helvetica, sans-serif">No, no Keep them coming Please... I was just explaining why did not get the text done sooner.

http://forum.shrapnelgames.com/images/icons/icon7.gif Truly I want the help and the advise.

JLS February 22nd, 2003 07:55 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Suicide Junkie:
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important. In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif Your right! opps, I’m on it, consider it done!

[ February 23, 2003, 17:45: Message edited by: JLS ]

Suicide Junkie February 22nd, 2003 07:56 PM

Re: AI CAMPAIGN ; Released
 
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.

Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.

Suicide Junkie February 22nd, 2003 08:04 PM

Re: AI CAMPAIGN ; Released
 
IIRC, for the long range scanners, I believe an ability value of 1 allows you to only scan objects in the same sector as you, making it pretty wimpy, and making the description of "scans ships one sector away" a bit misleading.

Quantum reactors, and in fact supply storage of any sort is useless on satellites. Best not to clutter the sat design window with those components.

I am also curious as to why in the world so many components have cargo storage values close to 2, when they do not seem to relate in any way to cargo storage.
If you only want them to count as cargo for the design restrictions, you can set the amount to zero, and they will still work. You just need the cargo ability.

"Ability 1 Descr := Can launch and recover satellite Domes from space. One satellite Dome can be launched per game turn."
One satellite Dome per turn, or just one satellite? http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 22, 2003, 18:07: Message edited by: Suicide Junkie ]

JLS February 22nd, 2003 08:07 PM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by Suicide Junkie:
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.

Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.

<font size="2" face="Verdana, Helvetica, sans-serif">You are referring to the Small Anti - Proton Beam for the fighters.

Thanks, I will give 'Quarter damage to shields' a test.

Suicide Junkie February 22nd, 2003 08:18 PM

Re: AI CAMPAIGN ; Released
 
Sorting your components by type in components.txt would be nice as well; you've currently got WP armor at the top of the file, and AFV armor at the bottom.
That makes the location of armor in the design screen inconsistent between vehicle types.

If you arrange things so that components are always in the same order between bases, ships, troops, etc it makes designing things easier and faster. Placing similar categories together can't hurt either, such as shields being placed right beside the armor.

RE: Ionic Shield Generators.
Regular shields provide protection against engine destroying weapons as of the latest patch, so these aren't really required anymore. They could be abused as armor components, given their huge hitpoints and low cost.

Re: Small arms troop weapons.
They all have incorrect accuracy modifiers, not just the first one.

Re: Heavy weapons (troops).
They have the accuracy ability descriptions accurate, but fail to mention the accuracy bonus for just that component.
IE: Weapon Modifier := 20

[ February 22, 2003, 18:24: Message edited by: Suicide Junkie ]

JLS February 23rd, 2003 02:06 AM

Re: AI CAMPAIGN ; Released
 
Quote:

Originally posted by oleg:
System Gravitational Shield facility is unavailable to human players - it requires human tech. level 2, but only level 1 exist http://forum.shrapnelgames.com/images/icons/icon9.gif

Still can not figure out is it better to play finite or infinite resources.

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, Oleg it is a TYPO and consider it corrected.


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