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February 22nd, 2003, 03:01 AM
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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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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 22nd, 2003, 03:11 AM
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Lieutenant Colonel
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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 ?
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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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February 22nd, 2003, 03:25 AM
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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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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 22nd, 2003, 03:32 AM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by JLS:
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.
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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.
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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
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A matter of fact you have some contribution to this Model and you have been mentioned in the credits. Umm... sorry for not being 100% clear. My post was mostly referencing this statement:
Quote:
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…
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and the AIs inability to normally handle finite resources games. I did not mean that your scenario/mod thingie wouldn't work. It could, as long as you built a lot of value improving facilities for the AIs when you set them up. Otherwise, they will eventually die off from not having any more resource production. They do not know how to build enough value improvement plants to keep pace with their resource production. They do not know how to limit ship building when necessary to conserve resources. They do not know how to balance resource producing facilities with resource storage facilities. If you made allowances for this to compensate for the AI stupidity, then they could indeed be able to pose a challenge.
Edit:
And also, might I ask what this means (in the mod's readme):
Quote:
Imperator Fryon for the inspiration of the Centurion Race and the copy of AICs CCC Image.
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[ February 22, 2003, 01:38: Message edited by: Imperator Fyron ]
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February 22nd, 2003, 03:54 AM
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Re: AI CAMPAIGN ; Released
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February 22nd, 2003, 04:02 AM
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Imperator Fyron:
quote: Imperator Fryon for the inspiration of the Centurion Race and the copy of AICs CCC Image.
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I was inspired by your Ancients Race that is how the Centurion Race was adopted
The Colonial Culture center PIC came from your Image Modpack 
[ February 22, 2003, 02:03: Message edited by: JLS ]
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February 22nd, 2003, 04:08 AM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
Quote:
SE4 design names default to se4 dir. Although this is were I would like to put your races if you give me the go ahead.
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If the designnames folder is existant and empty, SE4 will not see any design name files. It is one of those folders that SE4 will not look into the default folder to find files if there is a folder in the mod folder (like Pictures\Races (that folder, not subfolders of the folder)).
Quote:
I was inspired by your Ancients Race that is how the Centurion Race was adopted
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Ummm... I see no Centurion race in the mod. Am I missing something?
By my Ancients Race, what exactly are you referencing? I am a little confused.
Quote:
The Colonial Culture center PIC came from your Image Modpack
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It is not my image mod pack, though I do host a mirror for it. I guess that image did come from a submission I made to the Image Mod though (a submission of images borrowed from Birth of the Federation). 
[ February 22, 2003, 02:11: Message edited by: Imperator Fyron ]
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