
June 22nd, 2003, 04:34 PM
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
quote: Originally posted by JLS:
Oleg, for me to be more specific on the basic Parameters, I would need to know your AIs Race, Culture, Demeanor, and Specific Traits, that you have in mind for your AI?
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I want to make a race that likes BIG GUNS. Default weapon will be Antimatter/Quantum torpedos. Also, to have BIG guns, the race will research and build BIG ships earlier than other races. I was thinking of using Crystalline trait but then realised that Cruiser with 3-4 crystall armor and armor plating (invulnerable to normal damege up to 50 !!) will be too tough in early game.
I agree, the Antimatter/Quantum torpedoes Values is a fine choice as a Big Gun at Torpedo Weapons tech 6+
If I understand you correctly, Oleg. You want to have a Crystalline Race. With a Big Gun of Antimatter/Quantum torpedoes, why not the Crystalline Weapons?
As the AI or Human Player this would take an Extremely Long time to Research all the Techs you suggest:
Quantum Torpedo
Emissive Armor Plate V
Cruiser Hull
Crystalline Armor III
Crystalline Weapons V
And a reasonable Shield and Sensors.
As a Human Player Strategy, the extreame Cost of Plate, will reduce your Fleet Size.
Most AI designs in AIC do not Exceed Emissive Armor Plate III, and this tends to ware thin on their Maintenance.
In some games, it actually will send the Terran AI into a tailspin, sometime even before he looses a few Mineral Planets
At this time the AI, does not Research Advanced Design Engineering It will be reflected as a Human Player only Tech, in the next Version.
I suggest, you use an existing AIC race as a template, for the AI you are Constructing.
Please, EMail me your AI Folder, when you are completed and we will give it a test drive, before general release
Sullivan_JohnL@msn.com
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Name := Crystalline Armor III
Description := Crystal lattice armor used to protect a ship from physical damage.
Pic Num := 191
Tonnage Space Taken := 30
Tonnage Structure := 150
Cost Minerals := 70
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 34
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 15 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 15
Ability 2 Val 2 := 0
Weapon Type := None
Name := Ultra Armor Plating II
Description := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num := 309
Tonnage Space Taken := 500
Tonnage Structure := 2650
Cost Minerals := 30000
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 2910
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Armor
Tech Level Req 1 := 8
Tech Area Req 2 := Advanced Design Engineering
Tech Level Req 2 := 3
Number of Abilities := 2
Ability 1 Type := Drop Troops
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Deflects 15 damage per hit.
Ability 2 Val 1 := 15
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emissive Armor Plate V
Description := A composite armored shell which absorbs energy and radiates it back into space. (Use a scale mount.)
Pic Num := 30
Tonnage Space Taken := 200
Tonnage Structure := 1400
Cost Minerals := 9000
Cost Organics := 0
Cost Radioactives := 2000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 1045
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Armor
Tech Level Req 1 := 6
Tech Area Req 2 := Physics
Tech Level Req 2 := 2
Tech Area Req 3 := Emissive Armor
Tech Level Req 3 := 5
Number of Abilities := 2
Ability 1 Type := Emissive Armor
Ability 1 Descr := Negates any damage of 35 or less.
Ability 1 Val 1 := 35
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Is damaged before any other components on a ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
[ June 22, 2003, 15:45: Message edited by: JLS ]
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