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Old September 19th, 2003, 12:29 AM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

as Originally posted by Alneyan:
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You can warp as early as 2,5 years (including the actual production of the ship), if you only research Ship Construction, Astrophysics and Stellar Manipulation. Obviously, you will be in a LOT of trouble if the system in which you has just opened a warp is inhabited by a Bersecker, Aggressive species. (I tend to research Mines and build a hundred of them on the future warp point, but is that enough to prevent from an early offensive? I mean, in the third or fourth year)
100 Minefield is solid against the AI; until that, AI Player acquires many destroyers and certainly a few Fighter Carrier's of any nature in a fleet that would attempt a pass thru your minefield.

It is always wise to have a Mixed bag of Satellites to help defend along with your Minefield. Certainly with this AI, and as with playing against Human Players; you will be the constent need to shore up this static defensive position with a Fleet, Carriers, Fighters and Bases even Drones at your ready; as time passes and your opponent also gets stronger
~ ~ ~
With AIC 4.0 as discussed earlier; the AI Player will have less effect with mines and will be subjected to more of our cruelty

It is also planed to Implement Suicides Junkies suggestions in regards to Mines in general. However the trusty Human Player Minesweeper will still be in play
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I do like this Veneration tree, the players will know be able to choose between being protected against events (but not having good events), or suffering from these events and having a good event from time to time. I wonder if there will be players that won't build these facilities though. As for the events chances, I would second you on increasing the odds for the High setting. When you pick this setting, you do want events to occur, don't you?

(And of course, 90 is supposed to mean almost an event each turn, but all these events should not target a single Empire.)
Thank you. However, please pat your self on the back Alneyan; this was based from your premise

With out the CBEC on their CC for the NON-Religious Human Players Home System, this may have some interesting results if the Hero’s Epic is not used.

Agreed 90 for high, it may just be AIC 4.0 High Event setting, the Human Player can throttle this back with a heroes Epic, if and where desired. This also may be a good setting for the SP Human Player that wishes to start with 18 plus total in-game Players.
Other wise Medium of 50 will give a good and moderate frequency for events that also could be throttled up with a heroes Epic, if and where desired
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Additionally, I would like to ask you a few questions JLS as I am playing a No-Warp game of AIC.
* How the reproduction formula is working now? I couldn't find this information anywhere. And what about the Organic facilities increasing reproduction rates? (The Unknown Facility, perhaps Cloning Centers, are "producting" an additionnal million of settlers each turn, but I don't know how are working the others now)
This is a good is a good question…
O my Heroes Epic it will take a lot of recall to put all this in perspective. We did discuses this many months ago I will put together a rudimentary presentation together. With that, I do expect you to pick it apart so we all can address some of the modifiers. How we perceive they may quantify and how one facility may now supercede that facility but that’s ok because the superceded facility has this neat thing that may benefit all. However, this is only as long as that facility is built, but then again, if or when this is done the modifier will be ~ ~
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* Can the AI use all the stellar components? I usually feel embarassed when taking advantages of these, when the AI might be not using then.
Absolutely, do what you will With the exception of WARP CLOSE; the AI Players handles most stellar Manipulations very well, in AIC…
Actually, it gets upsetting when they convert that asteroid to a planet and then rush their colonizers to them. When you see an AI Planet Creators in your Asteroid belts, start building Colonizers. Alternatively, just attempt to capture a few if the prize warrants this.

Additionally, for example, your static defenses have been constructed and well prepared for some time now then all of a sudden some Science or Engineering AI Player opens a back door and alas, the flood gates are now opened; with this the may-day klaxons are sounded for the total recall of the fleet to protect the mother land

If you plan on Blowing up one of their Planets or a Star with tectonics; you will barely have enough time to do this with most or their older and well established systems, and it is very doubtful you will succeeded at the AI Players Home System.
In addition, as the game progresses it will become more and more difficult for the unscrupulous Human Player to Systematically close your friendly and trusting AI Players Warp Points, and Late in the game it may be come difficult to open alternate warp points to their Systems.

This list can continue but lets save a few more surprises for you; from this AI

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* Finally, are you supposed to be able to build a Starliner without a Population module? Instead of using this component, you could build a Basic Life Support and a Cargo Bay (to have a cargo space of 1025) which costs almost no organic.
Yes, there are a few configurations for the Star Liner Hull.

1: For Population Transport and comfort: With the Pop Module that will also serve as the ships Life Support.
Please Note: Population Module is designed with a cost intent as to demand the need to establish Organic-farming Planets to continue and/or accelerate your growth.

You may have 1 Supply Storage or even better most players install 1 Solar Collector with this you will travel almost any distence or add some additional Cargo space there may even be a few more options as well.
AIC 4.0 will also introduce a RAM Scoope

2: As a freighter: With no Pop Module installed and just the basic Life Support installed; you have all the options above. With the benefit of 975kt to nearly 3000kt of minimum cargo space (depending on Starliner Hull size) to haul any freight without the mounting costs of Organics from the Pop Modules…

Transport Hulls, with the right Cargo tech level and for the right price, make for a great Population carrier. They will also get you there much faster.

Sat, Mine Layers and Dome Launchers that are not tasked; also make for a great Cargo Ship.

[ September 19, 2003, 00:57: Message edited by: JLS ]
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