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November 17th, 2003, 10:53 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
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Thanks for the info. I wasn't sure what was going on.
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I never read the readmes either
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November 17th, 2003, 10:59 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
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November 17th, 2003, 11:01 PM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Lord Vito:
quote:
The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
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Thanks for the info. I wasn't sure what was going on.
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I never read the readmes either I guess it does pay to do so. I've downloaded quite a few mods lately, so it's hard to keep track of what mod does what.
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November 17th, 2003, 11:02 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
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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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November 17th, 2003, 11:08 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.
This helps the AI be more in tuned with diplomacy or something.
The large Colonizer moduale is for Large Transports and larger ships for the players to devise there own strategy with.
[ November 17, 2003, 21:11: Message edited by: Grand Lord Vito ]
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November 17th, 2003, 11:12 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
__________________
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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November 17th, 2003, 11:16 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
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November 18th, 2003, 03:55 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
Maybe 95 for combat char min. I feel that 99 will reduce our role playing options.
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Agreed, 99 was just an example however.
Quote:
Originally posted by Grand Lord Vito:
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
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Agreed, I am just going to have the se4 default Cultures as the alternative to PvKs Culture Mod.
As with v3.02 and now with v4.11 most Culture values will be based on se4 Characteristic points or double points with an combined offensive and defensive value like combat, with the players feed back on the strengths and weakness of the Cultures and how the AI is perceived to be balanced in the end.
Reference
>Value Point Structure towards v4.11<
Production := 7
Research := 5
Intelligence := 2
Trade := 2
Space Combat := 10
Ground Combat := 2
Happiness := 3
Maintenance := 7
SY Rate := 3
Repair := 1
[ November 18, 2003, 16:56: Message edited by: JLS ]
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November 18th, 2003, 04:04 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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November 18th, 2003, 07:30 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
If you want to use ideas from Adamant, go right ahead. Just list me in the credits
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JLS I am going to combine Adamant and maybe other MODS with AIC so there AI will be more like AIC in:
Plagues
Economics
Planetary Bombardment
Finite Economics
Planet Capture
Planet defense
Tactical Fighters
Minefields
Multi-player handicapping
Improved event frequency
AIC Diplomacy
Is this ok with you and would you give me a hand with this?
[ November 18, 2003, 18:58: Message edited by: Grand Lord Vito ]
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