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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 ]


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