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AI CAMPAIGN ; Released
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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 ] |
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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.
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The AI plays extremely well at Infinite resources as well in AI Campaign. [ February 21, 2003, 22:27: Message edited by: JLS ] |
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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 ] |
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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.
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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 ] |
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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 ? |
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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 |
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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. |
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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:
Edit: And also, might I ask what this means (in the mod's readme): Quote:
[ February 22, 2003, 01:38: Message edited by: Imperator Fyron ] |
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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 ] |
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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 ] |
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By my Ancients Race, what exactly are you referencing? I am a little confused. http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
[ February 22, 2003, 02:11: Message edited by: Imperator Fyron ] |
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~~~~~~~~~~~~~~~~ ~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:
[ February 22, 2003, 02:40: Message edited by: JLS ] |
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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
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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.
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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 |
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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!
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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?
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The colony ship hull has it built in.
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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. |
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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 |
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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. |
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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 ] |
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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. |
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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.
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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 ] |
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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 ] |
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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 ! |
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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. |
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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 ] |
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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 ] |
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[quote]Originally posted by JLS:
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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. |
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[quote]Originally posted by Suicide Junkie:
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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 |
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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 ] |
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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 ] |
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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 |
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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 ] |
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I Like It |
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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... |
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http://forum.shrapnelgames.com/images/icons/icon7.gif Truly I want the help and the advise. |
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[ February 23, 2003, 17:45: Message edited by: JLS ] |
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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. |
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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 ] |
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Thanks, I will give 'Quarter damage to shields' a test. |
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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 ] |
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