
March 15th, 2003, 02:42 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by desdinova:
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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).
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Yes, most every tech tree is expanded; some with plus one tech, others with a few cross pre-reqs. This is to show some uncertainty in the way of research, ‘not all that is invested will bear fruit.’ ( However, right click on techs that offer NONE or where you want to go(and there may be a hint!),
This was very controversial with the LAN group that tested AIC , the first time. When they accepted it, I revised the tech tree a little and they really like it, not knowing again the best research course, This went on with every AIC upgrade that they tested.
It added something new and challenging that kept their interest, (just a little more)!
I did the same with some of the AI personality’s…
I may continue this slight randomizer: (research and AI personality) a little, with future AI Campaign upgrades.
(an AI (gaoap) setting to 18% from 15%) will make a slight difference in your next game, with some AI’s diplomacy!
“not exactly knowing what seed, will bear the best fruit”.!
Of coarse all, with in some reason!
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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.
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Glad to see you are doing fine in those areas
What turn are you in?
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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)
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I agree, Finite is tough and requires a lot of economics.
Thanks, you are right if it wasn’t for Imperial Trade on Culture Centers and other Urban Centers (Communities, Cities, etc.) it may be totally impossible.
Actually, in a Finite game “super mining Complexes” will just drain your resources even faster.
Some keys to success is asteroids mining with Out Posts, Organic Domes and Refining Stations!
All Planetary Systems should have at least one asteroid field, all Sparse Planetary Systems have much more Asteroid fields.
There are the familiar Asteroid Belts, but they may not be in every cluster and in a Finite game these belts, are worth defending and most certainly going to war for
“For those who control the Spice, control the Universe”
John

[ March 14, 2003, 14:20: Message edited by: JLS ]
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