.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1011  
Old November 2nd, 2003, 07:27 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Originally posted by QBrigid:
Quote:
Alneyan how are the Char. change tests coming along?
Alneyan is making excellent headway QB. However, it will not be totally finished until v4.02 or v4.03 because of the many General AI data changes, I will save this daunting task when all the Modules are near finished and this is when the AI upgrade will be the most productive.
--

Quote:
Maybe you should just can the SE4 ship-moved in AI Campaigns high, default and the planet destroyed AIC Random Event zips
This is good logic QB
- - -

Quote:
I don't want to help those nasty Krill in my AIC no-warp game even if they have a culture that gives them -10 Research and Trade.
I notice the Xenophobics don't bother me to much with agreement requests in AIC but the Terrans and the Cue Cappa's +10 Trade Culture will really benifit more then I will Alneyan with Trade and Research agreements I think the Sellega to.

I always say no to the Terrans and Cue Cappa but I like the Sellega AI we always agree.

I try to max out all agreements with the Neutrals I think this is good even though the Cluck gets the advantage
Out of the above list the CueCappa may make best Trade and Research friends, they are Honorable and it will take much for them to break treaties it also not expected the Cue will backstab, unlike the Xiati or the Fazrah.

As Alneyan suggests it is more in the geo placements of the Races, if the Terran or Sellega are far away and an unlikely threat, then sure I will enter a Research with them.

I rarely enter Partnerships; my Rudders are much too valuable.

I will enter a Military agreement if I need a refuel or My Ally needs to refuel their ships in-rout to a shared enemy, or they are trusted and they wish to post a defense fleet over some of my planets. When and if the Military Agreement is not to my best interest I ask for a reduction to a lesser agreement, however sometimes the AI Player may be adamant and wish not to change agreements.

Cluk and Tex are great trade-research and allies.

Nultoh gets a bit stuffy but he is ok.
Zynarra does not want to be bothered

Kitra on the other hand if close demands to much in the way of tribute, so I rarly enter a Research, he is my fav early attack. His Carb breathers fit very well; serving my Hydro Empire

[ November 02, 2003, 17:39: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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 ~~~
Reply With Quote
  #1012  
Old November 2nd, 2003, 07:54 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

The characteristic changes are going on, I think there is only one area left (but an annoying area. ) And then there will be the AI tweaks JLS mentioned.

I tend not to sign on any treaty above Trade Alliance with close Empires, and I will never, ever, sign a Partnership treaty. (At least against the AI) Research helps your future enemy, while resources are much less of a problem. In fact, having a Trade agreement with your future opponent can be useful, since he/she will spend more resources and have a higher income. The removal of the trade agreement might collapse his/her economy. *Evil snicker* That is, when you are playing with a human obviously.

But then, I am somewhat a isolationist in SEIV, always setting up frontiers that should not be crossed. (Who said minefields?) Hence the problem with trade agreements. I wish you could have a trade agreement without setting up a military trust between the two Empires. My dream is unfortunately impossible to set up in multiplayer, except if you do... erh... assimilate all the other Empires.
Reply With Quote
  #1013  
Old November 3rd, 2003, 02:33 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by pathfinder:
*scratches head*

...I checked off on both human and the 3 AI special "abilities" before start of game. Mistake?

Using AIC Version 4 with FQM regular and my added races.
Yes, AI and humans have separate hulls for each ship class. Check the hulls.txt file for details.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #1014  
Old November 3rd, 2003, 08:19 AM

Grand Lord Vito Grand Lord Vito is offline
Sergeant
 
Join Date: Feb 2003
Location: USA
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
Grand Lord Vito is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
But then, I am somewhat a isolationist in SEIV, always setting up frontiers that should not be crossed. (Who said minefields?) Hence the problem with trade agreements. I wish you could have a trade agreement without setting up a military trust between the two Empires. My dream is unfortunately impossible to set up in multiplayer, except if you do... erh... assimilate all the other Empires.
Alneyan JLS has made the AI easier in 4.0 you can hide behind your minefields allot longer now. But if that was me you where playing against, no minefield will keep me out, you will need a big fleet with fighters

You dont need military trust… If you want their cash then trade, if you need there fuel take use it and if you want to share research just do it. You can always reduce the agreements with no penelty.

[ November 03, 2003, 06:21: Message edited by: Grand Lord Vito ]
Reply With Quote
  #1015  
Old November 3rd, 2003, 03:36 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #1016  
Old November 3rd, 2003, 03:43 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
You dont need military trust. If you want their cash then trade, if you need there fuel take use it and if you want to share research just do it. You can always reduce the agreements with no penelty.
GLV
Some AI players won't want to downgrade the agreement, eventually they may come around. In the least GLV as Alneyan indicates; try to avoid Military Agreements with the Fazrah and Xiati

As I recall QB was backstabed by the Fazrah recently and lost the Home World to a series of plague and radiation bombs

[ November 03, 2003, 13:48: Message edited by: JLS ]
__________________
&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 ~~~
Reply With Quote
  #1017  
Old November 3rd, 2003, 05:00 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed
Yes, Oleg. GLV mentioned that earlier in an Email.

This is set because the se4 AI sends its Colony Ships out unescorted as with any other se4/mod.

In a LAN/multiplayer game, all a Human Player has to do is capture Colony Ships of the AI’s; wave after relentless wave


I will look into an alternate system however

[ November 03, 2003, 15:05: Message edited by: JLS ]
__________________
&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 ~~~
Reply With Quote
  #1018  
Old November 3rd, 2003, 05:14 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by oleg:
How to capture AI colony ships ???
According to components, AI colony module gives 25 defenders, crew quorters - 55. 80 together. I have a ship with 3 BP-II - 3x40 -> 120 marines.
Still, boarding ship refuses to board until both colony module and crew quoters are destroyed
Yes, Oleg. GLV mentioned that earlier in an Email.

This is set because the se4 AI sends its Colony Ships out unescorted as with any other se4/mod.

In a LAN/multiplayer game, all a Human Player has to do is capture Colony Ships of the AI’s; wave after relentless wave


I will look into an alternate system however

Why not simply put SDD on colony ships ?

I must be really stupid but I still don't understand why my ships refuse to board despite having numerical advantage ?
120 vs 80.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #1019  
Old November 3rd, 2003, 05:19 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

As a tip that was past down from DogScuff, I have left it somewhat easy to Capture the AI players POP Transports....

Now this will be a very useful alien ship, and if you time the Capture right, it will reward you a slave or 2

As I was saying to Alneyan the other day and as per GLVs Email. With the AIC AI v4 catch-up upgrade, there will be, a revamp on what AI designs that may be easily captured and what won’t.

However, the AI POP transports will always be an easy target

[ November 03, 2003, 15:56: Message edited by: JLS ]
__________________
&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 ~~~
Reply With Quote
  #1020  
Old November 3rd, 2003, 06:01 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Ahh, I found my mistake !

The numbers should be multiplyed by 4

AI ship has 80X4=320 marines

[ November 03, 2003, 16:05: Message edited by: oleg ]
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:21 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.