.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   AI Campaign => For a Challenging AI opponent (http://forum.shrapnelgames.com/showthread.php?t=8703)

JLS March 1st, 2003 05:01 AM

AI Campaign => For a Challenging AI opponent
 
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt;))) &lt;&lt;&lt; To Get ~~~

For the most resent Posts: Please view Last Page.
================================================== =======
Version History for AI Campaign v4.191 ~ June 18, 2004
================================================== =======

Updated for SPACE EMPIRES IV newest Version ~(v1.91)

CONCEPTUAL:
AI Players Economic and Infrastructure delayed.
AI Balance adjusted to be little more advantages towards the Human Players.

COMPONENTS:
Removed Limits on most Armor ~ PTF
Smaller Version of Leaky Armor ~ SJ
Revised Psychic Racial Trait ~ QB

RACEs:
FRACTALIAN RACE STYLE ~ Ed Kolis
Neutral Images from Custom Race Portraits at jdtaylor.home.mindspring.com

TECH:
Shuffled and added a few.

VEHICALS:
Lowered Starliner Costs 40 to 60% ~ Oleg

QUAD MAPs:
Default {Starter map} ~ Fyrons FQM

NOTES:
Many tweaks and a few surprises

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

Features Fyron’s FQM add-on ~Fyron, Pathfinder, QB

CONCEPTUAL:
Reduced Repair Component upkeep for Multiplayer option


COMPONENTS:
Improved accuracy for many (high level) beam and torpedo weapons ~Oleg, GLV
Medical Teams II at Med tech 1 ~Oleg
Added (tiny) Planet creator ~QB

Gosho Mladenoff suggested Devnull additions:
Sprint Missile ~Rollo and Devnull Mod, GM
Missile Pods ~Rollo and Devnull Mod, GM
Heavy Bombardment Missile ~Rollo and Devnull Mod, GM

TECH:
Raised Stellar Manipulations Tech Cost
Reduced Colonizer Tech Research ~QB
Added External Mount Missile Weapons ~GM, Rollo

VEHICALS:
Orbital Resource extraction Station


NOTES:
Many much improved item descriptions ~Deccan
Human Player Empire files for all races.
AI Player Empires files are in the Extras folder.
Orbital Resource Station will probably be just in Multiplayer
Resupply Base although unlikely, also may be moved to multiplayer
Most AI general files completed.
Some beta AI player tweaks for FQM add-on.

Gosho Mladenoff is presently testing new AIC designs that may be ready for the next release. Other players are contributing new Components and Facility designs. We will hold of on the AI design and research tweaks until the new designs are finished and tested.

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

((&gt; ALL AIC DOWNLOADS &lt;))

= = = = = = = = = = = = = = = =
[/QB][/quote]

= = = = = = = = = = = = = = = = = = = = = = = = =
AIC v4.01
Features Alneyan’s v1 Characteristics Values.

Conceptual:
-NEW- Multiplayer Module
Higher values for Research and Mineral Resource Facilities for Multiplayer games.

Facilities:
Planet Lore revised for the Organic Races ~Oleg, GLV
Refining and Agrarian Urban Structures revised ~Oleg, GLV
Revised some facilities costs.
-NEW- additional Multiplayer Facilities.
Raised most Research Facility levels.
Tweaked some facilities

Components:
-New- Multiplayer Repair Bay Compartment of 8.
Revised Repair Bay Compartments.
Reduced Open Warp costs ~GLV, Alneyan
Reduced Create Planet Costs ~QB
AI Minesweeping Components Ability at Se4 5 max
Added Small Meson BLaster Fighter Weapon ~Oleg
Added Small Graviton Beam Weapon ~Oleg
Revised some Component costs.

TECH:
-NEW - Multiplay

Vehicles:
Freighter was the Small StarLiner.
Medium StarLiner is available with ship Const.2 ~Oleg
Large StarLiner will also appear earlier in your game now.
Fast Colonizers go a little faster ~GLV
Resupply Space Station fuel storage raised to 20kt.

Events:
Ship-moved is now a CAT event and has been removed from some Default zips ~Oleg

Notes:

Tweaked AI
Designs names have been added to Dsnames folder ~Clark
Added Fyrons http://dna.spaceempires.net/ shortcut for many more design names.

Reduced Asteroid resource values for Non-Finite Games ~Oleg

Next AIC Version will features Pathfinders FQM add-on with up-dated AI Players that can deal with the most industrious astro-miner

Future AI Campaign Versions to include Deathstalkers AIC Mount Modd, additional AI Player Races and much more.

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

AIC v3.02

Conceptual:
The AI now starts with the ability to build a Planet Engineering type Facility ~Oleg and PTF
The Engineering Culture to a greater degree then the Science Culture AI Players will exploit Planet Utilization sooner then all other AI Races ~Compromise
It takes much longer for the AI to replace lost Ships, in all AI bonus games.
Reduced the effects as much as 50% for AI Players individual Ship Mine Sweeping Abilities ~Mottlee
Intel Projects have less PreReqs For the Human Player ~SunDev, GLV and QB

Facilities:
Revised Planet Utilization, now easier and faster to Convert an Atmosphere for the Human Players.

Vehicles:
Further improved the smaller War Ship Maneuverability modifiers for the Human Player.
Scout, escort, frigate, and possibly the destroyer may have a creditable To Hit value; without an early Combat Sensor.

Components:
Satellite Armor Reduced to 5kt with an increase in resistance ~Oleg

Intel Projects:
Revised AI and Human Player Intel Projects less PreReqs For the Human Player.
Fix one of the AI Projects ~SunDevil
Revised some descriptions for Intel Projects ~GLV

Quadrant Maps:

Revised some Images and added some more abilities for your Centurion System ~Oleg
Added a few special items for the systems.

Interface:
Reorganized Traits Menu Option 1 is back to best Planet. (v3.02 Complete Only)
Strategic Fighters are now found with the Multiplayer Trait options. (v3.02 Complete Only)

Notes:
AI players Atmospheric Converters are in Beta
AI Troops vs. Human Troops are in Beta
AI Psychic Intel File is in Beta

----------------
DOWNLOADS

AIC Version 3.02 Update files only.
Updates AIC 3.00 Versions, Only
.

AIC v3.02 update, will NOT break existing v3.xx saved games)

-----

Please download AI Campaign v3.02 Complete if you never received your copy of – AI Campaign.

LINK &gt; AIC v3.02 &lt;

~
In simultaneous games: After Updating or Patching, it is recommended that you log into the Host and then end your turn. The game will start you right were you left off. Please check your designs and if they are fine, you are good to go!
~

================================================
AIC v3.01a
Intel Projects:
Expanded the Psychic Intel Projects, some available at Psychic Studies level one.
Revised AI and Human Player Intel Projects.

Quadrant Maps:
Added more Centurion Systems.
Revised most Quadrant Maps to be a little more AI friendly.
Added a few special items for the systems.
Added a few more Moons to the Systems

Interface:
Reorganized quadrant menu.

Conceptual:
This update further reduces AI early expansion, in most none to Low bonus games.
Reduced AI starting Intel points 25%.
Restructured Resource Storage for Human Players.

Facilities:
Added Crystalline (RAD) Value Improvement Plants ~GLV
Removed the ability for Human Players to build Psychic Meditation Retreats.
Psychic Intelligence Center 1 and 2 levels and all are available with just Psychic Technology.

Vehicles:
Improved the smaller War Ship Maneuverability modifiers for the Human Players.
Added new Medium Star Liner Images to Extras Folder ~GLV

Components:
Lowered Robo-Miners size so extra supply may be installed on Small Transport.
Rad Robos may have Three Per Vehicle now.

Notes:
Starting Empire Point Storage Increased about 33% for all Human Player Races ~Oleg

----------------
DOWNLOADS

AIC Version 3.01 Update files only.
Updates ALL AIC Versions
.

AIC v3.01 update, will NOT break existing v3.00 saved games)

-----

Please download AI Campaign v3.01 Complete if you never received your copy.

=====================
AI CAMPAIGN v3.00 UPGRADE
=====================


~now available for download~

Exponentially Game Play increases, AI Bonus Levels, and Strategic Fighters added

Conceptual:
Tripled starting research for the Human Player.
NEW* Strategic Fighter Movement as a (free) trait option and can be removed for multiplayer.
Revised AIC Tactical Fighter Mod to incorporate Strategic Fighters (More equipment can be added).
AI is now less over bearing in None and Low computer Bonus games.
AI sweeps fewer mines in None bonus games. (Human player Mine fields are more effective early)
Metropolis and higher urban centers complete with orbital repair.
Human Players Evolution Increased.
Slowed AI Players Opening game Evolution.
Slightly slowed AI Players Middle Game Evolution.
Increase to the AI Players Late game Evolution.

Vehicles:
New* Large Starliner (To increase games Colony expansions)

Facilities:
Increased research for most Urban Centers.
Decreased construction times for some Urban Centers and Research Facilities.
Easier to Build and upgrade Multiple Levels of deferent types of Urban Centers at the same Time.
New* Added Urban Center level.
New* Racial Cities.
Revised Religious Facilities for multiplayer considerations.
Lowered Construction Cost for Space Ports.

Components:
Religious Talisman can be placed on a variety of vehicle types.
Resupply Pod fixed ~ QBrigid
NEW* SM 1 Create Small Sized Planet, for the Human Players.
Lowered some additional non-destructive Stellar Manipulations Components Costs.

Interface:
House Keeping near Finished now with most Components and Facilities Organized.
When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions.

AI Files:
Slight Randomization of a few AI personalities.
I normally do not post any AI specific changes, as not to spoil some surprises.
Changed a few Political accept system AI entries~Sundevil

Notes:
Increased the beginning sy construction rates slightly for new colonies.
Lowered Med Starliners Tech Requirement (enters Game earlier.To increase games Colony expansions)
Lowered research of Computer Techs to se4 default of 50k.
Reduced un-Mothball rate, so too break even is about one year.

Computer Bonus that is set for Default=NONE: AI is a good.
Computer Bonus that is set for Low: AI is a challenge.
Computer Bonus that is set for Medium: AI is Very challenging.
High Computer Bonus. (Recommended For some Multi Human Player Games)
Tweaked most AI Files.

AI Campaign plays very smooth now in LAN multiplayer games, with AIC v3.00.

----------------
DOWNLOADS

Please download AI Campaign v3.00 Complete if you never received your copy.

~~~

AIC Version 3.00 Upgrade files only. (Size; only 315 kb)
Updates ALL AIC Versions
.
( Will break existing AIC saved games)

~~~

==========================================
AI CAMPAIGN v2.91 UPGRADE


Conceptual:
Increased the ability for the AI to have a few more ships in the LATE GAME.
Increased over v2.90 for the AI only to warp in No Warp Point Games a few more years.

Facilities:
Added Orbital Repair Ability to General CCs.
Added University of Psychic Studies to the Psychic Culture Center ~ QB.
Added Abilities for the Metropolis and World Cultural Center.
Fixed Typo on the Religious Settlement ~ GLV.

Components:
Fixed Drone Jacketed Engine ~ Fryon.
Fixed Basic LS ~ Fryon
Lowered ALL Sick Bays Medical PreReqs.
Increase the effectiveness of the Religious Talisman.

Interface:
Inhanced Medium Tech Game Starts ~ Designed By Desdinova.
Fixed some typos.

AI Files:
Space Empires; Race AI Complement Completed.
Praetorian Designs ~ GLV
Toltayan Designs ~ GLV
Sallega Designs ~ QB

Disadvatage AI = Ship Yard 2 raised to SY Tech 3
Disadvatage AI = Does not receive Warp Openers at SM 1
Disadvatage AI = It is now somewhat easier to capture some of the AI Ships.
Slight Randomization of a few AI personalities.
I normally do not post any AI specific changes, as not to spoil some surprises.

Notes:
Medium Tech Game Starts ~ Designed By Desdinova.
Allowing the Human and AI players to have and advanced tech start.

Systems have been named after some of those who contributed to AIC. If you wish your named removed, please E-Mail to Sullivan_JohnL@msn.com

----------------
DOWNLOADS

Please download AI Campaign v2.91 Complete if you never received your copy.

~~~

AIC Version 2.91 Upgrade files only. (Size; only 390kb)
Updates ALL AIC Versions
.
( Will break existing AIC saved games)

~~~

AIC Version 2.91 Patch files only. (Size; only 390kb)
Updates v2.90 only
.
(Will NOT break existing AIC v2.90 saved games)

----------------------------------------------

=====================
AI CAMPAIGN v2.90 UPGRADE

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


Conceptual:
NEW* Commercial Income Value assigned on some facilities with AIC Finite Mod.
NEW* Organics are abundant and Radioactive are more rare in the AIC Universe. However all Industrial Space yards always receive priority of goods.
Improved* Finite Friendly (Dual plus) Race Class CCs~ DES
Lowered some AI's income in the AI Balance Mod.
Revised some Imperial Trade Income Values for AIC Finite Economics Mod.
Some revisions in AIC Tactical Fighter Mod.
Lowered Some AI Mine Sweeping Abilities in AIC AI Balance Mod.
Adjusted AI (theoretical traded) Colonizer Modules in AIC AI Balance Mod.
Lowered AI Open Warp distance in AI Balance Mod.
Human Player Evolution speed increased about 10-20% overall.
Added AIC General Trait-Tie Racial Construction to Settlements.

Facilities:
NEW* Racial class Settlements.
NEW* Planet Lore for the Organic Race.
NEW* Religious Culture Center for the Human Player.
Revised Urban Family Progressions and costs.
Added another Nature Shrine Level for Religious Races.
Added more Abilities to all Culture Centers.
Increased level 2 and 3 Research Facilities about 25%.
Lowered Construction cost of Resupply Depot 20%
It is also faster to build a Space Port also about 25%.

Components:
New* Repair Base Station Component's ~ Des and PTF
New* Miniaturized Life Support replacing HLS ~ PTF
New* Fighter Solar Collector ~ LAN
NEW* Engineering Section ~ Krsqk
New* Sick Bay.
New* Basic Crew Quarters.
Added two new early Warp Open Components for Human Players.
Extra levels for the Combat Bridge ~ GLV
Revised some Fighter Weapons and Tech Requirements ~ GLV
Added Fighter shield level with all revised sizes ~ Oleg
Added Fighter Armor ~ Oleg
Revised SYS Component Repair ~ PTF
Revised Some Structure KT Sizes ~ PTF
Gestation Vat Fix ~ PTF
Medium Tech Starts Fix ~ Des
ECM VII fix ~Des
Lowered Supplemental Colonizer Module size.
Drone Launcher cargo increased.
Lowered cost for Ring and Sphere World as well as most productive SM Components.
Revised Robo-Mining Base and Ship Mining Vessels; More Profitable.

Interface:
House Keeping near Finished now with most Components and Facilities Organized.
When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions.

AI Files:
Slight Randomization of a few AI personalities.

Notes:
No Warp style games optimized:
Reduced Sizes and Costs on some Stellar Manipulation Components.
Planetary Engineering back to se4 default tech tree.
The added research 25% expedites research time some what faster for No warp or isolated games .
Revised some AI Stellar Manipulation techniques.
Tweaked AI Research and Const Vehicle Files. (Most races are staggered, they all do not open warps at or near the same time actually some are very late openers now)
Two new Warp Open Components starting at SM Tech ONE. Opens you up to all the Systems with in your Home Cluster (6-12 systems) when Playing either Galaxies map. SM 3 will get you to the next Cluster. Note: AI initially warps its original home Cluster as well.
~~
Lowered Infantry structure in the attempt to give Troop vehicles a prominent role in combat and to increase the effectiveness of standard orbital bombardment in AIC. Cheap Militia type Infantry now die or FLEE quicker and Troop Vehicles with Armor Stand their Ground far more valiantly. Balance tips and suggestions are much welcomed here.
~~
I would like to thank {PTF} for the many hours of Play Testing and Suggestion with all AIC and especially No Warp Style optimization for AIC.

=======================================
=======================================
AI Campaign UPDATE 2.02
==================

Included with Upgrade:

Slowed AI Players starting progress.
Large Star Liner added room for Solar Collectors :~ Thanks, Desdinova.
Temporal BSY Tree :~Thanks desdinova
Mining Complex same family upgrade from a mining Colony Facility : ~Thanks, GLV.
Fast Colonizers : ~Thanks GLV
Temporal Base Yards adjusted : ~Thanks GLV.
Space Yard Tech: Early Tech cost lowered: ~Thanks LAN,PTF.
Revised Mining OutPosts and Organic Domes. : ~Thanks LAN
Improved Combat to-hit Sats : ~Thanks LAN
Improved Fighter weapons : ~Thanks LAN
Reduced AI Mega Evil : ~Thanks Oleg
Improved Fighter Shields : ~Thanks Oleg
Turreted Cannons lowered and only targets Fighters now :~ Thanks, Oleg
AI Tweaks (No Warp Games &amp; Finite) :~ Many thanks to PsychoTechFreak for Time, Effort and Help with SE4batch tester.
Major Balance Tweaks for Finite play :~Thanks PsychoTechFreak,GLV,LAN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DOWNLOADS

AIC Version 2.02 files only . (size 224kb)Updates ALL AIC Versions. (Will break existing games)

~

Note: PATCH v2.02p (size 225kb) is for v2.01 only.
The top line in the Components File should read AIC v2.01, and not followed by a p; see example below &lt;img border="0" title="" alt="[Wink]" src="images/icons/wink.gif" /&gt;
~
If you just patched the original release (check top line in the Components File AIC v2.01p) , then this patch may break current game in progress.
With either patch, when your game is finished it is recommended you update AI Campaign with the AIC Version 2.02 files only download. (size 224kb)

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

AI Campaign Update; Version 201

If you are currently have a AIC game in progress; download just AIC Patch 201p
Will NOT break existing AIC games.
(recommended to backup the AICampaign Sub Directory)
~~~
If you have already downloaded AI Campaign and want updated files(5) prior to starting a new AIC game:
AIC file update v201 this will break an existing AIC Game.

Over write with winzip or Copy Paste c:\unzipped\AICampaign\data\ Components.txt and Facility.Txt to its appropriate SE4 gold\AICampaign\Data sub folder.

Note in Simultaneous games:
After patch installed (resume) your AIC game and (log in under host) End turn.
That’s it you are were you left off!!!
If your Ship and Unit designs are fine; your good to go!

Version 2.01
1:~ System Gravitational Shield facility (human tech 2 to 1)
2:~ Nature Shrine weak (enhanced slightly)
3:~ Fighter Torpedo Weapon Families (different families)
4:~ Tweaked AI to better utilize Computer Players Bonus options! (AI little easier; AI slower now to develop at Computer Player Bonus:` NONE` raise for desired challenge).
5:~ "Population Life Support Module”, "CDM" listed twice as abilities.
6:~ Ionic Shield Generators (Obsolete)
7:~ Removed Cargo of 2 from most Components!
8:~ Lowered Point-Defense on the Turret Cannons and Armed Cockpit.
9:~ Added higher Levels to Talisman tops at 50%
10:~ Space Yard Facility cost lowered substantially. Inline with SE4 Base.
11:~ Research increased slightly for Colonial Communities.
12:~ Revised Pre-reqs for Recourse Sats.
13:~ Resource Dome Compartment (reduced space taken)
14:~ Reduction in production for Lower level OutPosts, Stations and Organic Domes.
15:~ Added Organic Replicant Center
16:~ Returned 3 early levels of Gestation Vats@ 1-2-3 Revised levels 4-6 (only in update)
Tidied up some Text and Descriptions.
Thanks SJ, Oleg, SLG and Emails for their suggestion.

Please Click (((&gt;AI Campaign&lt;))) below for Patch, updated files or Complete Version 201.

&lt;small&gt;[ July 24, 2004, 17:19: Message edited by: JLS ]&lt;/small&gt;

oleg March 1st, 2003 05:17 AM

Re: AI Campaign => For a Challenging AI opponent
 
Just an idle thought : Suppose we start a game with "team mode" - AI vs. humans. AFAIK - I mignt be horrible wrong here ! , this options switch on MEE flag on humans and AI reacts accordingly to MEE settings in AI_anger.txt files.

What if you tweek these settings that some AI will be very hostile to humans but others not, according to culture/demeanor settings in AI_general.txt files ?

JLS March 1st, 2003 05:30 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
Just an idle thought : Suppose we start a game with "team mode" - AI vs. humans. AFAIK - I mignt be horrible wrong here ! , this options switch on MEE flag on humans and AI reacts accordingly to MEE settings in AI_anger.txt files.

What if you tweek these settings that some AI will be very hostile to humans but others not, according to culture/demeanor settings in AI_general.txt files ?

<font size="2" face="Verdana, Helvetica, sans-serif">Sounds like a neat Idea, but the humans team will win via tech trading amongst each other in the end! But the AI should do fine for a few centuries. I hope it is not me; who starts near any warring AI.

[ March 01, 2003, 03:31: Message edited by: JLS ]

oleg March 1st, 2003 05:36 AM

Re: AI Campaign => For a Challenging AI opponent
 
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 oleg:
Just an idle thought : Suppose we start a game with "team mode" - AI vs. humans. AFAIK - I mignt be horrible wrong here ! , this options switch on MEE flag on humans and AI reacts accordingly to MEE settings in AI_anger.txt files.

What if you tweek these settings that some AI will be very hostile to humans but others not, according to culture/demeanor settings in AI_general.txt files ?

<font size="2" face="Verdana, Helvetica, sans-serif">Sounds like a neat Idea, but the humans team will win via tech trading amongst each other in the end! But the AI should do fine for a few centuries. I hope it is not me; who start near any warring AI.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yes, but the basic idea of the mod is a better challange for solo play http://forum.shrapnelgames.com/images/icons/icon7.gif You start as one human warrior and hostile forces of SEIV universe as long as you chose "team mode"

It is optional of course. If you do not select it, the game goes just like there were no changes in AI files ! (well, untill someone hits MEE)

JLS March 1st, 2003 06:06 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
Yes, but the basic idea of the mod is a better challange for solo play http://forum.shrapnelgames.com/images/icons/icon7.gif You start as one human warrior and hostile forces of SEIV universe as long as you chose "team mode"

It is optional of course. If you do not select it, the game goes just like there were no changes in AI files ! (well, untill someone hits MEE)

<font size="2" face="Verdana, Helvetica, sans-serif">In AI Campaign I wanted to address some AI issues in regards to better handling mine fields, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues, Planetary weapons and resource colony selection and to help the AI better handle finite play so in the end the AI may be more challenging.
Yes http://forum.shrapnelgames.com/images/icons/icon7.gif
When I say "Optimized for Solitaire and Simultaneous play" this also means that Colonizers and Star liners are at the Lowest KT possible (AIC both under 110kt). So the AI won’t think the they are Destroyers, cruisers or even Base Ships and with the many Star liners and Colonizers that are built in a SE4 games and in regards to (score percentage) in AI Diplomacy with AIC it may be better represented.
In Version 1.78 and I still think it applies now as well in 1.84, when a ship is over 500 or is it 600 kt the AI won’t start to build it until after 49 turns has passed in a simultaneous, LAN, or IP game.
http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 01, 2003, 04:51: Message edited by: JLS ]

JLS March 1st, 2003 06:11 AM

Re: AI Campaign => For a Challenging AI opponent
 
Although AI Campaign does play multiplayer, I feel Peters 'Parent' Proportions plays Multiplayer smoother and faster. Proportions has been my favorite game since I found it on the SE4 gold CD when it first hit the market. That is why I asked Peter if I could use it for AI Balances interface; back in May 2002.
Matter a fact Peter was extremely helpful with the Interfaceing, between the scores of Emails I have.
http://forum.shrapnelgames.com/images/icons/icon7.gif
I learned a lot from Peter in this time, and I am proud that I was part of Starliner cargo, Combined facilities, Abbidon and Cue Cappa in Proportions; And I hope to continue on the Proportions team http://forum.shrapnelgames.com/images/icons/icon7.gif
Well it ggetting late here on the East Coast,I best turn in; night Oleg http://forum.shrapnelgames.com/images/icons/blush.gif

[ March 01, 2003, 04:59: Message edited by: JLS ]

QBrigid March 1st, 2003 04:02 PM

Re: AI Campaign => For a Challenging AI opponent
 
I am downloading the patch now. I'll let you know what I think:) So far the game is great!

JLS March 1st, 2003 04:25 PM

Re: AI Campaign => For a Challenging AI opponent
 
Good mourning Oleg,
When do you sleep http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg March 1st, 2003 04:32 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks ! I went to bed at 6 am and wake up 1 pm. Not that bad http://forum.shrapnelgames.com/images/icons/icon7.gif It is saturday after all !

I'm playing your updated mod now.

JLS March 1st, 2003 04:38 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:

I'm playing your updated mod now.

<font size="2" face="Verdana, Helvetica, sans-serif">Actually, with the involvement you put into it thus far, I think it is Our Mod.
A lot of this Update has your name all over it. http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 01, 2003, 14:39: Message edited by: JLS ]

oleg March 1st, 2003 04:45 PM

Re: AI Campaign => For a Challenging AI opponent
 
It might be a good idea to put a warning: do not build ringworld in you home system http://forum.shrapnelgames.com/images/icons/icon10.gif
Not that it will happen soon given the pace of the game. Or am I wrong and artificial planet counts as a star ?

JLS March 1st, 2003 05:02 PM

Re: AI Campaign => For a Challenging AI opponent
 
Absolutely, if you want to build Ships or Bases at a faster pace from a (Base Yard Component or a SYS) it is wise to Research Shipyards and retrofit up. I like to go to SY tech 2 somewhat early (Definitely if war is looming) and I am not playing Temporal. But by the time I get Gravity Plates, Cables and Generators; I am usually prepared at a Much higher ship yard and SYS level.

[ March 01, 2003, 15:24: Message edited by: JLS ]

HercMighty March 1st, 2003 05:15 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS are you there?

JLS March 1st, 2003 05:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by HercMighty:
JLS are you there?
<font size="2" face="Verdana, Helvetica, sans-serif">Hi, HercMighty. I am now http://forum.shrapnelgames.com/images/icons/icon7.gif

HercMighty March 1st, 2003 05:35 PM

Re: AI Campaign => For a Challenging AI opponent
 
I had sent you an email today about your mod did you get it?

JLS March 1st, 2003 05:42 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by HercMighty:
I had sent you an email today about your mod did you get it?
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry, I just checked it now!
Your reply is on the way.

HercMighty March 1st, 2003 05:45 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thank you.

Gryphin March 1st, 2003 05:55 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS, Your link gives:
"You are not authorized to view this page"
Looks like a great idea for a mod.

JLS March 1st, 2003 06:08 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Gryphin:
JLS, Your link gives:
"You are not authorized to view this page"
Looks like a great idea for a mod.

<font size="2" face="Verdana, Helvetica, sans-serif">The Link (((>AI Campaign<))) is not working for you? Thanks, I will check into it, now !!!

Is any one else haveing a problem?

JLS March 1st, 2003 06:25 PM

Re: AI Campaign => For a Challenging AI opponent
 
Gryphin,
It should be all set, the problem may have occurred do the fact you are so far away from the server http://forum.shrapnelgames.com/images/icons/icon7.gif
Or it knows your from MA. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 01, 2003, 16:28: Message edited by: JLS ]

Grand Lord Vito March 1st, 2003 08:35 PM

Re: AI Campaign => For a Challenging AI opponent
 
I DL patch this morning with no problem.

When I upgrade from Level III Mining Facility to Mining Level IV (Complex) it does not show up in upgrades?

Every thing else is going GREAT!!!

FYI: Keep an eye on your Outpost mining, it doesn't tell you just ran out of money http://forum.shrapnelgames.com/images/icons/icon12.gif

The Temporal Base Space Yards are great http://forum.shrapnelgames.com/images/icons/icon6.gif

[ March 02, 2003, 14:59: Message edited by: Grand Lord Vito ]

JLS March 1st, 2003 09:00 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Grand Lord Vito:
I DL patch this mourning with no problem.

When I upgrade from Level III Mining Facility to Mining Level IV (Complex) it does not show up in upgrades?

Every thing else is going GREAT!!!

FYI: Keep an eye on your Outpost mining, it doesn't tell you just ran out of money http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Glad to here it on the Download.
Yip, we may raise the Numeral to 4 for that Complex.
Those Asteroids can empty quick.

You will have no problem building the Complex though. It is still being deciding weather to keep as a Separate facility or a Mining Upgrade? I am leaning towards upgrade..

What do you think?

[ March 01, 2003, 19:38: Message edited by: JLS ]

Desdinova March 1st, 2003 09:25 PM

Re: AI Campaign => For a Challenging AI opponent
 
i hate this mod. i hate it, i hate it, i hate it.
i don't get any sleep, i barely eat, and i neglected to go to work one day (i admit i had some errands to do, but when i finished them i just started playing this mod again http://forum.shrapnelgames.com/images/icons/icon10.gif ).
seriously, i like really enjoy this mod. its fun not knowing the tech tree so i have to guess at what tech to research and if it will benefit me in the near future or not. trying to figure out the new components and facilities (without going in and reading the text files). you have put together a very fun mod. keep up the good work.

edit: question on spelling. should it be developeing world as you have it or developing world?

[ March 01, 2003, 19:27: Message edited by: desdinova ]

Gryphin March 1st, 2003 09:30 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS it works now and I did download it. I'm afraid to play. Based on the reviews I might get into more trouble with Pooh Star. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS March 2nd, 2003 01:04 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
Just an idle thought : Suppose we start a game with "team mode" - AI vs. humans. AFAIK - I mignt be horrible wrong here ! , this options switch on MEE flag on humans and AI reacts accordingly to MEE settings in AI_anger.txt files.

What if you tweek these settings that some AI will be very hostile to humans but others not, according to culture/demeanor settings in AI_general.txt files ?

<font size="2" face="Verdana, Helvetica, sans-serif">Sorry Oleg, I should of went to sleep sooner Last night and answered this in the mourning http://forum.shrapnelgames.com/images/icons/icon7.gif

I totally misunderstood what you were asking.

The answer is basicly yes, and if you notice the AIC Race Anger files MEE (Mega Evil Empire) has already been scaled for you; in accordance to that races Demeanor.
Example:
Piundon is Violent with Mega Evil Empire := 90
Abbidon is Neutral with Mega Evil Empire := 40
Ulkra-Tal is Serene with Mega Evil Empire := 0
With other races fallowing this scale http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 01, 2003, 23:08: Message edited by: JLS ]

Grand Lord Vito March 2nd, 2003 01:44 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">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 oleg:
Just an idle thought : Suppose we start a game with "team mode" - AI vs. humans. AFAIK - I mignt be horrible wrong here ! , this options switch on MEE flag on humans and AI reacts accordingly to MEE settings in AI_anger.txt files.

What if you tweek these settings that some AI will be very hostile to humans but others not, according to culture/demeanor settings in AI_general.txt files ?

<font size="2" face="Verdana, Helvetica, sans-serif">Sounds like a neat Idea, but the humans team will win via tech trading amongst each other in the end! But the AI should do fine for a few centuries. I hope it is not me; who start near any warring AI.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yes, but the basic idea of the mod is a better challange for solo play http://forum.shrapnelgames.com/images/icons/icon7.gif You start as one human warrior and hostile forces of SEIV universe as long as you chose "team mode"

It is optional of course. If you do not select it, the game goes just like there were no changes in AI files ! (well, untill someone hits MEE)
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">MeeeeWeeee still don't understand, but you better AFAIKing not hit MEE http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 02, 2003, 00:02: Message edited by: Grand Lord Vito ]

JLS March 2nd, 2003 01:55 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks for the positive response all, AIC is in infancy and I know we can make it better.

John Sullivan

QBrigid March 2nd, 2003 04:22 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

edit: question on spelling. should it be developeing world as you have it or developing world?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, you are correct the spelling should be developing. JLS, for future reference, when adding a suffix to a word the silent 'e' is usually dropped; also 'i' before 'e' except after c...

Your modding of games is great, if you need anymore suggestions modding words just let me know! http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS March 3rd, 2003 05:34 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by QBrigid:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">edit: question on spelling. should it be developeing world as you have it or developing world?
<font size="2" face="Verdana, Helvetica, sans-serif">Your modding of games is great, if you need anymore suggestions modding words just let me know! http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ok, that would be much appreciated; is it ok that I send you a file to proof read Descriptions aspect and edit some text. I will also send some rules, what editor to use, on what to change and what data can’t be changed...
Would this be a task that you could fit in your schedule, I doubt the largest file would exceed 990kb?

QBrigid March 5th, 2003 01:50 AM

Re: AI Campaign => For a Challenging AI opponent
 
Sure, just send me the file, and I'll take care of it! http://forum.shrapnelgames.com/images/icons/icon12.gif

Desdinova March 5th, 2003 09:19 AM

Re: AI Campaign => For a Challenging AI opponent
 
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.

[ March 05, 2003, 07:20: Message edited by: desdinova ]

Fyron March 5th, 2003 10:31 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by desdinova:
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.
<font size="2" face="Verdana, Helvetica, sans-serif">That should not have happened. I think maybe you merged something wrong, as constructed worlds are not supposed to appear on random maps. http://forum.shrapnelgames.com/images/icons/icon7.gif Did you copy the Small Gravity Plating and such over from FQM Deluxe? Did you copy the constructed IDs correctly for the medium RWs?

Desdinova March 5th, 2003 11:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
i copied over the following files: planet size, quadrant types, secttype, systemtype and stellar ability types
edit: so what did i not copy over?
atually i am not concerned, i think of this game as if it took place after the fall of civilization. unfortunately one of the other races beat me to one of the other ringworlds.

[ March 05, 2003, 09:06: Message edited by: desdinova ]

Fyron March 5th, 2003 11:07 AM

Re: AI Campaign => For a Challenging AI opponent
 
As I said, you need the Small Gravity Plating and such components that are added in FQM Deluxe to build the Small and Medium Ringworlds.

Desdinova March 5th, 2003 11:12 AM

Re: AI Campaign => For a Challenging AI opponent
 
thanks, i will do that after this game. reminds me of the stng episode with scotty where they find the dyson sphere. i wonder what other surprises the ancients have left in this map?

JLS March 5th, 2003 09:36 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by desdinova:
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.
<font size="2" face="Verdana, Helvetica, sans-serif">FQM is a great mod , however with that said, most DATA files are not combatable for AI Campaign Mod. If you used FQM Data files (as is) in any Non based se4 mod you may have compatibilities issues.

I would be interested in how your game turns out, desdinova http://forum.shrapnelgames.com/images/icons/icon12.gif

For some examples with the below Data files:
RacialTraits: No AI Choices, the game would error from Race general file.
Tech Area: Game would error here as well from Race research calls.
Components: the AI and human players would be unable to gain there specific design calls.
Vehicles file: needed for AI balance mod portion of game, mine sweeping, late game balance. Also required to be unchanged for design calls.
Facility file: is required for Race construction calls.
Most Default_AI_Files same as above applies.
CompEnhancement: some AI balancing
Events: some redundant changes
IntelProjects: some changes
PlanetSize: Required for balance on some race issues.
RepairPriorities: Identical
Settings: Preference but with some required Specific related entry’s.

With StellarAbilityTypes, SystemTypes and QuadrantTypes files in AI Campaign are designed and balanced for Finite play and to help keep the AI ahead of the resource degradation curb in SE4. AI Campaign does not utilize the vast amount of asteroids and moons as FQM does due to the AI’s inabilities to Robo mine asteroids in se4 and the added moons would only encourage the AI to land on more tiny planets not that that is a bad thing; in itself. Their is a balanced amount of Asteroids and moons in AIC currently that will help the Human Player and utilize Robo and Sat mining and hopefully not tip the scales to much in favor of the Human Player versus the Computer opponent.

Now, with that stated http://forum.shrapnelgames.com/images/icons/icon7.gif

I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign.

[ March 05, 2003, 19:37: Message edited by: JLS ]

HercMighty March 5th, 2003 10:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
Now this is what I would like to see http://forum.shrapnelgames.com/images/icons/icon10.gif When I got interested in SE4 these are the two mods that I found the most appealing. If I could get the best of both worlds ... http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS March 5th, 2003 10:48 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by HercMighty:
Now this is what I would like to see http://forum.shrapnelgames.com/images/icons/icon10.gif When I got interested in SE4 these are the two mods that I found the most appealing. If I could get the best of both worlds ... http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Actually the Parent Mod you are playing is Proportions by Peter von Kleinsmid (PvK)
AND I am going to mention this wether PvK wants/likes it or not http://forum.shrapnelgames.com/images/icons/icon7.gif
Which is in Fact my Favorite Game and I encourage you to play especially if you go Multiplayer with only a few to No AI Computer players.

Proportions Web Site

What AI Campaign does is add a series of my Mods to Proportions 2.52:

AI BALANCE MOD
TACTICAL FIGHTER MOD
FINITE ECONOMICS MOD
MULTIPLAYER LADDER HANDICAP MOD

AI Campaign is basicly the Sum of above then optimized for Solitaire Play, Simultaneous Play, and Finite resources. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 06, 2003, 00:36: Message edited by: JLS ]

Ceyan March 6th, 2003 05:09 AM

Re: AI Campaign => For a Challenging AI opponent
 
... is the AIC mod meant to be stand-alone or used with the Proportions mod?

JLS March 6th, 2003 05:30 AM

Re: AI Campaign => For a Challenging AI opponent
 
AI Campaign is a stand-alone model.

This introduces abilities for the AI player and Human Player with the Mods described below…
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.

Finite modifications: helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign, and Introduces Imperial Trade, trade center Facility and Asteroid Resource Domes.

Tactical Fighter modifications: 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.

[ March 06, 2003, 03:45: Message edited by: JLS ]

Ceyan March 6th, 2003 05:58 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks, I figured it was a stand-alone from everything I'd read about it, but that Last post sounded like it might have been some sort of add-on.

JLS March 6th, 2003 06:17 AM

Re: AI Campaign => For a Challenging AI opponent
 
Yea, Ceyan
Its seems every response requiring a descriptions of AIC sounds like an advertisement so I tried to keep it short in the post you read! My fault… Basically I used proportions as a platform for my Mods. Which does help the AI in SE4 significantly as it states and still has more potential with updates to come...

Tactical Fighter mod is getting mix reviews for every player that loves it there is a player that is not comfortable with it, so it may be removed from AI Campaign and Re-released as an optional Add on MOD. I am going to wait a month or two as players may just need to get acclimated to the concept. And we fine tune it some more.

[ March 06, 2003, 05:18: Message edited by: JLS ]

Desdinova March 10th, 2003 09:35 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
one change i would like is to the large starliner. it is only 95kt and i think 100kt would be better. reason i say this is at 95kt it is unable to hold a solar collector or supply storage. what i am putting on it is bridge, 2 ls, 1 crew, 3 engines that takes up 80kt. the remain 15kt is not enough.

[ March 10, 2003, 19:35: Message edited by: desdinova ]

JLS March 10th, 2003 09:38 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by desdinova:
JLS,
one change i would like is to the large starliner. it is only 95kt and i think 100kt would be better. reason i say this is at 95kt it is unable to hold a solar collector or supply storage. what i am putting on it is bridge, 2 ls, 1 crew, 3 engines that takes up 80kt. the remain 15kt is not enough.

<font size="2" face="Verdana, Helvetica, sans-serif">Good Point, I will take care of it!

Thanks, desdinova http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS March 10th, 2003 10:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
These are a few upgrades in the Next AI Campaign Update 2.02
============================================

Revised Mining OutPosts and Organic Domes.
Mining Complex same family upgrade from a mining Colony Facility:~Thanks, Grand Lord Vito.
Temporal Base Yards and Base yards cost adjusted: ~Thanks Grand Lord Vito.
Space Yard Tech: Early Tech cost lowered: ~Thanks, Forum feed back.
Large Star Liner needs room for Solar Collector:~ Thanks, Desdinova.
Increased Fighter Beam weapons Slightly: ~Thanks LAN
AI FINITE Tweaks:~ Many thanks for Time, Effort and Help of PsychoTechFreak tests with SE4batch tester.

Latest Additions (See edit date & time Stamp)

[ March 17, 2003, 19:43: Message edited by: JLS ]

Desdinova March 14th, 2003 09:06 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
quesion about the tech tree. are there gaps in techlevels where nothing is gained for 2 or more levels in certain techs, or am i just missing required techs in something else. an example would be advanced design techniques. i have level 5 and didnt get anything and when i look at level 6 it shows nothing available. also going to level 3 in military science and temporal studies shows nothing new available. (i am trying to avoid going in and reading the text files to learn the mod, i want to play this mod thru without "cheating". well other than starting off with a ringworld as one of my starting planets due to a mistake on my part).

edit: one bad part to the mistake is i am MEE. all my construction on homeworlds is going to ships just to blockade the 4 starsystems i control. but my research and intel points are keeping me ahead of the other races so i seem to be ok for now.

edit 2: plus my planets are now 0% resources since playing finite resources, if it wasnt for the resources generated by the culture centers i would be dead by now (again). i have reloaded this game from the beginning 4 times now. (finite resources suck, but i will defeat them yet, just can no longer create super mining stations in your mod so having to find another way)

[ March 14, 2003, 07:19: Message edited by: desdinova ]

PsychoTechFreak March 14th, 2003 10:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by desdinova:
edit 2: plus my planets are now 0% resources since playing finite resources, if it wasnt for the resources generated by the culture centers i would be dead by now (again). i have reloaded this game from the beginning 4 times now. (finite resources suck, but i will defeat them yet, just can no longer create super mining stations in your mod so having to find another way)
<font size="2" face="Verdana, Helvetica, sans-serif">It is impossible to compensate the mineral sucking CCs unless you don't want to modify the starting resources to something like >10M and you research straight forward to value improvement plants. Even then, you have to scrap CCs in order to provide facility slots for some stacking value improvement plants. They have to be built as early as possible, because the value improvement is taken percentage-wise from the remaining resources. If they are down or near 0, there is no chance to get out of the shortage.

Proposal, for finite resources ONLY: CC's should have the ability of mineral value improvement, at least 1% (which is stacking with the other CC's). This would postpone the problem, but would not solve it.

Desdinova March 14th, 2003 11:14 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,
the following spaceship design techs were automatically given at level 1 instead of level 0. large, heavy and massive. however i did have to research baseship. should they all be level 0 thus making us actually research them.

JLS March 14th, 2003 03:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Originally posted by PsychoTechFreak:

Quote:

It is impossible to compensate the mineral sucking CCs
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed.
However, in AIC; Imperial Trade, truly does compensate with a Minimum income for Planets that have a Cultural Center and other Urban Centers (Communities, Cities, etc.) thru out the intire Finite game, for the Human Players! http://forum.shrapnelgames.com/images/icons/icon12.gif
~
Quote:

you research straight forward to value improvement plants. Even then, you have to scrap CCs in order to provide facility slots for some stacking value improvement plants.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed, Value Improvement Plants is a good strategy; to win a Finite game.

However, the CCs already have a Resupply and Space Dock fundamentally built in. (please Right Click the first Cultural Center).

With that said.
You will have three facilities that are non-CCs to scrap to make room for additional structures on your Home World. So scraping CCs, is not really necessary!!!

The first two scrapes are a no brainier,

The third being the HW Space Yard, you really need to weight the benefits. (Depends on how many Base yards I have now. My fleet is about as large as near future income allows, with many other equations that must be weighed; as it applies to the current possibilities you are dealing with.)…

It also may not be advantageous playing a Natural Merchant or Worker in a Finite game http://forum.shrapnelgames.com/images/icons/icon12.gif

But you as a Player, makes the decision and choices in this game, and every new game; the path you want http://forum.shrapnelgames.com/images/icons/icon7.gif
~
Quote:

They have to be built as early as possible, because the value improvement is taken percentage-wise from the remaining resources.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed,
If Planetary Engineering path, is your decision then you must stay focused, because Finite Play is very unforgiving http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Proposal, for finite resources ONLY: CC's should have the ability of mineral value improvement
<font size="2" face="Verdana, Helvetica, sans-serif">By the designer giving (value improvement) a possible wining Strategy; to the Start of all games;
It takes a choice away from the Player and Limits a Peaceful path to Victory http://forum.shrapnelgames.com/images/icons/icon12.gif

John
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 14, 2003, 16:06: Message edited by: JLS ]

JLS March 14th, 2003 04:02 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by desdinova:
JLS,
the following spaceship design techs were automatically given at level 1 instead of level 0. large, heavy and massive. however i did have to research baseship. should they all be level 0 thus making us actually research them.

<font size="2" face="Verdana, Helvetica, sans-serif">Opps, there it is http://forum.shrapnelgames.com/images/icons/icon10.gif

This is that randomizer thing, I was telling you about earlier. http://forum.shrapnelgames.com/images/icons/icon12.gif
~
This is normal and Yes, you will have to research Base Ship Design; in this AIC game Version!
As you can see it is not to Big of a cost at this projected level. http://forum.shrapnelgames.com/images/icons/icon7.gif
~
It sounds to me, you are doing Excellent in your AIC game!!! http://forum.shrapnelgames.com/images/icons/icon7.gif

John
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 14, 2003, 14:15: Message edited by: JLS ]


All times are GMT -4. The time now is 07:38 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.