
March 17th, 2003, 11:24 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
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I plan to have the AI fine tuned and balanced with all Research and Construction tweaks and some ALL NEW AI Stellar manipulation designs just to address yours as well as others in regards to the desire to play WP-not-connected games.
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Sounds great, *PsychoTechFreak patient mode active*.
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...the ability to stock huge amounts of resources in CC facilities makes for a much easier game.
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Don't think I am searching for an easier game I am also not proposing to change it and it is not a denounciation of your change. What I mean is a matter of resource generation to stock proportions of extreme facilities like CCs and their longterm tasks. But since it is a matter of taste in this case it is out of the question.
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I don’t understand why you renamed this thread , today, to include my AI Campaign Mod,(Slow down exploration speed in AICampaign/PROPORTIONS)PsychoTechFreak.
Actually AI Expansion was covered in a Previous thread Several Pages ago.
Titled "slowing down AI expansion".
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What do you mean exactly? Should I rename it to AI campaign OR Proportions?
When I have started this thread (it has been started some days before the "slowing down AI expansion" from Atrocities), I just have searched for a regarding setup or modification for proportions. I admit to have noticed the AI campaign mod a few days later. Actually what I search is speaking for both of the mods: I think about all of the modifications, emphasizing the home cultural centers, the colonizing has been modified to be harder, slow colonizers, high population mass, slow population growth, population modifiers greatly expanded to reflect production rates. With all of these "close to reality" changes I think it is inappropriate to have the ability to cross the whole quadrant with a small ship and efficient engines, fast space yard transporters which build colonizers directly over the planets etc.
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By the designer giving (value improvement) a possible wining Strategy; to the Start of all games;
It takes a choice away from the Player and Limits a Peaceful path to Victory
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Probably I still don't get your point or I can not make myself clear enough. To catch the falling knife of all resources depleted on a home planet with CCs you need (roughly calculated) more than 25% value improvement ability just to reach break even point. It is useless to try to straightly research for value improvement plants, scrapping the 2 worthless facilities to try to hold this up with the ridiculous 6%. If you would provide 1% improvent per CC, this would be 16-20% in total which would just slow down the free fall of resources a bit.
But you might see what I mean when your LAN group will test the issue.
Thanks a lot, I am curious about things going forward with this.
PTF
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