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February 24th, 2003, 05:34 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
Still, I have grave reservations about Armed cockpit/turret cannons. Missiles are already useless in late game. Now with fighters shhoting down seekers... I just don't know
I understand that you tried to give variety to fighters design - intersepters, bombers, etc. But in fact you reduce it ! All players, regardless of race set-up, are forced to produce hordes of identical interceptors. There is no variety in anti-fighter design whatsoever ! I might be wrong, but whoever has more 1AC+2TC interceptors will win all fighter battles. This is just my first impressions of course, did't have much time to test it.
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Description of Atmosphere converter III should list 10 years, not 105 ! I almost freaked out looking on it.
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RE:This is just my first impressions of course, did't have much time to test it".
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Believe me, I do appreciate you taking the time to test and to help with this. The TACTICAL FIGHTER MOD is new to AIC and is in its infancy
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Re escription of Atmosphere converter III".
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Absolutely, I am working on the housekeeping now as we speak 
[ February 24, 2003, 15:39: Message edited by: JLS ]
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February 24th, 2003, 09:30 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Revised the Items that were posted by Oleg and Suicide Junkie and Mail.
I am Testing patch now and will be available Wednesday PM./Edit: End of week.
The Patch will Not break existing games!
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1: System Gravitational Shield facility (human tech 2 to 1)
2: Nature Shrine weak (enhanced slightly)
3: Fighter Torpedo Weapon Families (different families)
4: Tweaked AI to better utilize Computer Players Bonus options!
Thanks Oleg
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5: "Population Life Support Module�, "CDM" listed twice as abilities.
6: Ionic Shield Generators (Obsolete)
7: Removed Cargo of 2 from most Components!
Thanks SJ
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8: Lowered Point-Defense on the Turret Cannon.
9: Added higher Levels to Talisman tops at 50%
Thanks Oleg and Emails
10: Space Yard Facility cost lowered substantially. Inline with SE4 Base.
11: Research increased slightly for Communities and Cities.
12: Revised Pre-reqs for Recourse Sats.
13: Added Organic Replicant Center
14: Resource Dome Compartment (reduced space taken)
Many Thanks Mailers
Tidying up many descriptions.
Thanks for the E-Mails, Keep them coming!
Sullivan_JohnL@msn.com
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I really would like more of your input on The Tactical Fighter Mod, Please�.
Concept?
Weapons?
Armed Cockpit (Point-Defense)
Turreted Cannon (Point-Defense)
I would be grateful, thanks.
[ February 26, 2003, 21:50: Message edited by: JLS ]
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February 24th, 2003, 10:17 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
Quote:
AFAIK, you are wrong about bonus effect on ship building : "bonus" multiplies production, research AND construction rate by a factor of 2(low), 3(medium) and 5(high).
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AI bonus givs 2x, 3x, 5x multiplier for resources. It also gives 1.5x, 2x, 3x multiplier for SY rates for the AIs.
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February 24th, 2003, 10:31 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Imperator Fyron:
quote: AFAIK, you are wrong about bonus effect on ship building : "bonus" multiplies production, research AND construction rate by a factor of 2(low), 3(medium) and 5(high).
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AI bonus givs 2x, 3x, 5x multiplier for resources. It also gives 1.5x, 2x, 3x multiplier for SY rates for the AIs. If referring to the Computer Player Bonus. New Game/Game Setup Menu; Bottom Right. (non, low, med, high)
Yes, We usually play Computer Player Bonus at its default (none)...
~But it is best to start AI Campaign with defaults, (finite on or off optional), to see what its about.
At default the AI will build gradual as the Designer intended with the Vehicle Construction files. The non default setting you are referring to also does not directly help the AI in other Abilities that AI Campaign is accomplishing. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues, low level Master Computers to name a few.
However if you feel the AI needs to get an additional boost, then by your means, go for it.
Although I don't expext it will.
It may just hurt the AI in Finite Games!
Thanks, John.
[ February 24, 2003, 20:45: Message edited by: JLS ]
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February 24th, 2003, 10:42 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
Why did you repeat most of an earlier post? It has nothing to do with my post, except that you seemed confused as to what AI bonuses entailed. I was just confirming what Oleg said (well, not his values). 
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February 24th, 2003, 10:47 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Imperator Fyron:
Why did you repeat most of an earlier post? It has nothing to do with my post, except that you seemed confused as to what AI bonuses entailed. I was just confirming what Oleg said (well, not his values).
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I was repeating the reply I gave Oleg.
You do not think it is best to start AI Campaign with defaults, (finite on or off optional), to see what its about?
At default the AI will build gradual as the Designer intended with the Vehicle Construction files.
[ February 25, 2003, 13:16: Message edited by: JLS ]
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February 24th, 2003, 10:51 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
I know what you repeated, I just can't see any point to doing that.
I voiced no opinion on how it would be best to start your mod. I merely addressed the issue of what the AI bonuses do.
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