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  #1  
Old February 22nd, 2003, 12:20 AM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
Very intriguing. But are you sure you can make AI work well with finite resourses ? So far it was a chalange. May be it would be better to optimize infinite resourses game for AI sake.
Absolutely the AI can keep up, the trick is do you remember how to stay ahead in net resources. I bet its been awhile since you played a Finite Game…
The AI plays extremely well at Infinite resources as well in AI Campaign.

[ February 21, 2003, 22:27: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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With or without all Warp points, Finite resources, same starts and Simultaneous movement


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Old February 22nd, 2003, 12:31 AM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Actually, Oleg you are credited for help with the Temporal and Religious Races for some Components balance.

[ February 21, 2003, 23:19: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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Old February 22nd, 2003, 01:50 AM
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Default Re: AI CAMPAIGN ; Released

AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.
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Old February 22nd, 2003, 02:12 AM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Imperator Fyron:
AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.
I know I have played many mods and Base SE4 since SE4 hit the market….
AI Campaign is modeled to handle Finite very well, and Fleet replacement of its losses.
We have been building this for months.
~
All I ask is that you try it. It won’t take you long to figure out how I accomplished this thru AI Balance and Finite Mods
~
A matter of fact you have some contribution to this Model and you have been mentioned in the credits.

[ February 22, 2003, 00:15: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #5  
Old February 22nd, 2003, 03:01 AM
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Default Re: AI CAMPAIGN ; Released

Thanks, John

Another question before I actually play your mod:
Is it still benefitical to take Religious because Nature shrine can "grow" resources on all colonies ?
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Old February 22nd, 2003, 03:11 AM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
Thanks, John

Another question before I actually play your mod:
Is it still benefitical to take Religious because Nature shrine can "grow" resources on all colonies ?
With War Shrine, Death Shrine, Fate Shrine the Time Shrine is great for Resources.

Exactly the nature shrine has been toned down
and I believe the Talisman is what you suggested
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #7  
Old February 22nd, 2003, 03:25 AM
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Default Re: AI CAMPAIGN ; Released

First impression: Looks REALLY good !

First comment: Designnames folder is empty. No big deal but anyway. It would be good to include into facility info how many research points Cultural centers generate.
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