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June 15th, 2003, 08:07 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Lord Vito:
quote:
researched till I got the 300k transport
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Small Transport, as you can see comes with your first Ship Construction Tech researched, and this is always necessary to expand your goals of expansion. For example, the Space Shuttle today can only get this world so far
Other then this, I am not sure why JLS has this programmed in this way. What you posted GLV sounds good, but more to shorten the length of time it took to complete the first turn, in a LAN game.
Players would design all options that a Small Transport would give….........
Cargo Ship
LR Cargo Ship
Sat layer
LR Sat layer
Mineral Miner
Rad Miner
Supply Ship
Tanker
Etc.
They may never even build that design, that every one else waited, while it was designed and then again when they Researched Propulsion or Cargo etc.
True, some would do this in the next turn, if they started with Ship Construction Research. However, most would not or just forget, and then made the design when it was needed
It did speed up LAN play, a little
[ June 15, 2003, 19:55: Message edited by: JLS ]
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June 16th, 2003, 03:35 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
Thank you, HercMighty
There is not much, concrete to add to this until at least a few weeks. Their will still be changes to AIC before v4.00…. Soon I have to finish the project and enough will be enough.
I would say that in regards to the Strategies from (FAQ) most if not all are entirely applicable with AI Campaign, for the most parts.
Link >> (FAQ) <
I really enjoyed (EdKolis) article on intel, this is very informative for myself and all, Thanks Ed
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In regards to Research , there are only a few differences.
The two Key differences are in AIC to that of original se4:
Construction Techs for AIC will yield mainly: Structures for your Colonial Development that will increase wealth, resources, and infrastructure for your empire.
Military Science Techs For AIC will yield mainly: A stronger Military. Better Infantry, Armored Vehicles, Fighters, Mines, Mine Sweepers, and Combat Support and other equipment for your Ships, Bases and Units.
There are some additions with Ship Construction also with a benefit yield, have new, or Improved Components.
There are also a few Techs in AIC that is exclusive to AIC.
For Example:
Racial Construction: For Racial Population Centers, as well as others.
Faster Colonizers: For Black Hole Assistance.
Strategic Fighters: Would be in basic the same as se4 Fighters.
Advanced Design Engineering: Packed with some goodies to add to your Ships, Units, Base and includes a new Vehicle Hull for your inventory.
Tectonic Engineering: This is where you can reach the Devastating Planet and System destroyers. This Area also serves so it may be removed and retain productive Stellar Manipulations for your game play.
Racial Construction if removed; your Populations centers will all be of the Basic Variety.
Troops and their Weapons are programed in AIC as such if removed; you and The AI Player may have just Infantry and less Armored Vehicles and Heavy Vehicle Weapons. This may be advantage for the Human Player, it also removes most of the AI Players anti-tank, Assault Troopers and the Elite units of the AI
==
A good starting research plan for AIC would be to have as a top 10 starting research goal:
Ship Construction 2 , Propulsion 2, Military Science 1 , Construction 1 , Point Defense 1+, Ship Construction 3 … After this the AIC is on the mark for the (FAQ).
Some AIC specific Vehicles :
Small Infantry and Heavy Weapons Troopers , for AIC; is designed to work as combined arms with the Troops (Armored Vehicles) we all are familiar with in se4.
Tactical Fighters: Basically se4 Fighters that do NOT move within a System.
Strategic Fighters: Basically se4 fighters that DO move within a System.
Star Liner Hull: Is the transportation choice in the AIC realm.
As a slow but cost efficient means:
For Population Transport to and from the Colonies as long as the Population Life Support Module is installed.
The Starliner Hull as a Freighter or Barge , it will haul from near 1000 to 3000 Kilo Tons of Cargo and require just the basics for life support
AIC Components, Vehicales and Facilities all have descriptions assigned to each; please right click over the picture, for more information
I believe, most players will have se4 experience and will enjoy not knowing exactly what route to take and the down and dirty of a specific AIC Structure, Component, and Vehicles etc. Possibly decades of evolution may go by before the event is researched or available for that players conceived use.
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In regards to the AI Players Features, I would like this to stay as mysterious as possible for the Players enjoyment, and yes, also to the Players frustration
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In the closing Versions their will be a direction too close the gap even further between Human Players AIC and (FAQ) as much as possible, if you wish to Email me on suggestions towards this goal, this would lend much service.
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If I remove Troops Weapons the AI won't build its Elite Storm Troopers. What will the Human Player, not be able to build?
Tectonic Engineering removed as an option
I never did like Systems Destroyers in the game
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June 16th, 2003, 04:46 PM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
JLS
In 3.1 med start, I do not have any resorce facilitys (ie no min, org or rad farms) I do have in the tech tree the next is min scanners....confused...is this the way it should be? I have re-started a new game with the same results
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June 16th, 2003, 04:48 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
research Construction
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June 16th, 2003, 05:24 PM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
Duh....(red faced) I did and found it, tech tree is different must learn "Grass Hopper!"
Thanks
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June 16th, 2003, 06:29 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
If I remove Troops Weapons the AI won't build its Elite Storm Troopers. What will the Human Player, not be able to build?
Tectonic Engineering removed as an option
I never did like Systems Destroyers in the game
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With troop weapons removed, that game will result in more of an Infantry Unit style game and Human Players will not have:
Medium and Large Troops (Vehicles) and some Heavy troop Weapons.
However, Troops are still being knocked around, so the Final AIC Version may result in something all together different.
[ June 16, 2003, 17:31: Message edited by: JLS ]
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June 18th, 2003, 03:51 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Satellite Armor 1 has the size 10 and the damage resistance 6. A bit light, I say !
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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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June 18th, 2003, 04:46 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Agreed.
Good observation, Oleg
We can lower the Size to 5kt and look at the values and restrictions for the next Version.
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June 19th, 2003, 09:42 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
===================
AI CAMPAIGN V3.02 Update
===================
Conceptual:
The AI now starts with the ability to build a Planet Engineering type Facility ~Oleg and PTF
The Engineering Culture to a greater degree then the Science Culture AI Players will exploit Planet Utilization sooner then all other AI Races ~Compromise
It takes much longer for the AI to replace lost Ships, in all AI bonus games.
Reduced the effects as much as 50% for AI Players individual Ship Mine Sweeping Abilities.
Facilities:
Revised Planet Utilization, now easier and faster to Convert an Atmosphere for the Human Players.
Vehicles:
Further improved the smaller War Ship Maneuverability modifiers for the Human Player.
Scout, escort, frigate, and possibly the destroyer may have a creditable To Hit value; without an early Combat Sensor.
Components:
Satellite Armor Reduced to 5kt with an increase in resistance ~Oleg
Random Events:
Included some additional redundant events, to offset the Percentages.
Intel Projects:
Revised AI and Human Player Intel Projects less PreReqs For the Human Player ~GLV and QB
Fix one of the AI Projects ~SunDevil
Revised some descriptions for Intel Projects ~GLV
Quadrant Maps:
Revised some Images and added some more abilities for your Centurion System ~Oleg
Added a few special items for the systems.
Interface:
Reorganized Traits Menu Option 1 is back to best Planet. (v3.02 Complete Only)
Strategic Fighters are now found with the Multiplayer Trait options. (v3.02 Complete Only)
Notes:
AI players Atmospheric Converters are in Beta
AI Troops vs. Human Troops are in Beta
AI Psychic Intel File is in Beta
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DOWNLOADS
Please download AI Campaign v3.02 Complete if you never received your copy of – AIC.
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LINK > AIC v3.02 <
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AIC Version 3.02 Update files only.
Updates AIC 3.00 Versions, Only .
AIC v3.02 update, will NOT break existing v3.xx saved games)
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In simultaneous games: After Updating or Patching, it is recommended that you log into the Host and then end your turn. The game will start you right were you left off. Please check your designs and if they are fine, you are good to go!
~~~~~~
[ June 19, 2003, 21:11: Message edited by: JLS ]
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June 20th, 2003, 04:17 AM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
Gee I get into a good one then a new update....I need to play slower (or Faster)
Keep it up
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