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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 ] |
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.
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Re: AI CAMPAIGN ; Released
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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 ] |
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 ] |
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.
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Re: AI CAMPAIGN ; Released
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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 ] |
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 ? |
Re: AI CAMPAIGN ; Released
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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 |
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. |
Re: AI CAMPAIGN ; Released
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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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