
May 4th, 2003, 01:17 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 SunDevil:
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1: Fighter Tactical module is still in beta???
- I have noticed the word module in your description of additions and changes made to this new Version of the mod was just wondering what your definition of module was? Thanks.
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'definition'... Excerpt from Mod info.
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AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD:
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 new and interesting strategies and designs.
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AIC TFM is no longer beta, and the line will be removed from the readme, thanks.
AI Campaign has been in development for several months and the AIC Tactical Fighter Mod has been Tested only the Last prior to release.
Since the Release of AI Campaign less then two Months ago, there has been desires from players of certain Components or Facilities that they wish to see. So as a natural Evolution, Items are revised, Changed and added. As you can see Posted and in the AIC History file that there are revision to all modules in AI Campaign, not just the AIC Tactical Fighter Mod. Which is pretty much where we like it. for now anyway
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I have noticed that within your facility.txt file you are using a pretty good balance of resources for the construction of facilities. In your components.txt file which I will assume is the proportions mod Version, there really isn't much of a balance.
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Component.Txt is Space Empire 4 Basic File.
Sundevil, I have Several months labor designing and testing this mod.
However, with that said. AI Campaigns v2.90 Component File is VASTLY different then any other Current MOD and other then about several Proportion specific common Components or a Facility, there is so very little in comparison to Proportions.
In regards to balance thru the AIC Component, Facility Files and others; I am able to achieve.
Excerpt, From Mod Info:
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AI Campaign~ Incorporates-> AI BALANCE MOD 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.
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This will not be found in any other Components file or existing MOD today and is unique only to AIC
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What I have done and I don't know if this would work for finite resource game but my rule of thumb is that whatever the mineral count is I double that number and that is the required amount of organics used for the organic resource value.
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I agree to a certain extent.
If you notice I do use more Organics on some Common facilities and the Organic Races of course use organics on most of there Production.
However, FOOD and ENERGY expenditure are used also by the Population; Primarily in Urban Centers, Towns, Cities and The Like.
You will see this reflected in your game.
You may find that Finite Play with AIC Campaign Finite Economics Module is very unique, and is enhanced nicely with Imperial Trade, Commercial Income, Trade Centers and Asteroid Domes.
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2. "So much Resource Surplus nowhere to put them"?
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You are quoting the AIC read me File, most People bypass this, good job
Excerpt from AIC Read me:
~Tip~ "So much Resource Surplus nowhere to put them"?
Not a biggie in NON Finite Games but still waste is wastefulness so BUILD WAR SHIPS, Base Space Yards and a Base Repair Station is recommended early, or build some specific Resource Storage facilities, build from the assortment of COMMUNITIES (if Colonial Development is researched) this will not only use some of that surplus but will also provide more empire resource storage. Use the trade center to exchange the surplus for a needed resource. If your OK on resources and don’t know what facility to build, build a quick Research Facility then scrap them when in need for a Resource facility. Further more, grease the wheels of diplomacy by giving gifts or tribute in terms of resources (5-20kt)to another AI nation as to cultivate their relationship towards you- I want to stress how important this is- this AI can make a good Ally or a very persistent foe

[ May 04, 2003, 07:08: Message edited by: JLS ]
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