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November 21st, 2003, 01:07 AM
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Lieutenant General
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Location: Oxford, UK
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
quote: Originally posted by oleg:
I have some comments about Stellar Manipulation.
AI plays very well now IMHO. But, and I mean BUT, the combination of those two tweaks made human SM very robust. In the game I play with latest settins, it is very easy for humans to get very effective expansion tool.
I suggest to restor the values of human SM warp openers to 3,4 and 6 LY. It should't be a problem given the new cheap research cost !
Just MHO, may be i'm too harsh on feloow humans
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Oleg do you think raising the SM tech cost up a little maybe better in slowing the pace to prevent the rapid expansion.
Existing AIC warp opened at 4ly, 6ly and 10ly at sm3 works really good in a no-warp game with most FQM and upper AIC maps. May be. I really not sure. Old cost was too high for current AI settings IMHO - some races would wait 200+ turns before 1st WP. Now, with low AI bonuses, EEE opens WP at turn 50 ! May be some value in between is optimal.
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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 21st, 2003, 01:36 AM
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Captain
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Location: Peterborough, Ontario, Canada
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Re: AI Campaign => For a Challenging AI opponent
"AI plays very well now IMHO. But, and I mean BUT, the combination of those two tweaks made human SM very robust. In the game I play with latest settins, it is very easy for humans to get very effective expansion tool. "
Just my 2 cents but....if what your looking for is a cheaper way for the AI use stellar manip then you could go one of two routes.
One, make a tech tree that is for the AI only and have certain techs (like SM) available early on.
Two, make a mount (yeah I know, I AM mount happy ), have the stellar manip component cost a HUGE amount to begin with in resources and then make an AI mount reducing the cost, that way if humans want to use it it costs alot to build the ship itself even though the research is fairly easy....
just my 2 cents anyway......
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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November 21st, 2003, 01:45 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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November 21st, 2003, 01:48 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
Old cost was too high for current AI settings IMHO - some races would wait 200+ turns before 1st WP. Now, with low AI bonuses, EEE opens WP at turn 50 ! May be some value in between is optimal.
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I could not agree with you more Oleg
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November 21st, 2003, 01:58 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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November 21st, 2003, 02:39 AM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
I would like another culture added:
Gedonists !! - Close to artisans but still different:
++ to happines (obvious)
+ to reproduction (not sure here, kids are pain !)
-- to conditions tolerance (obvious)
- to ground combat (painfull business!)
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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 21st, 2003, 02:57 AM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Quote:
+ to reproduction (not sure here, kids are pain !)
-- to conditions tolerance (obvious)
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These can not be modified via culture.
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November 21st, 2003, 04:12 AM
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Captain
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Re: AI Campaign => For a Challenging AI opponent
"Deathstalker after this release, we would be beholden if you could spruce up the AIC comp enhancement file "
I would love to (as I stated much earlier) but I'm afraid of one thing and that is ruining the game. My mods have one thing in common and that is big dramatic changes. Your mod is very exact and quite complex (and thats a compliment, trust me, its obvious the time you guys have put into this....I just cut/paste and throw in some ideas and see what works...)
If I did do some mounts I'd worry I'd upset some sort of balance that would throw off some players (ie, make a Robo-Miner mount and make it too easy to aquire minerals, make an engine mount and all of a sudden fuel is no longer a worry.)
How about if those of you who have a little stake in the game (the modders and players) give me an idea of what could use mounts and what couldn't? The Last thing I want to do is ruin a good thing.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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November 21st, 2003, 04:16 AM
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Lieutenant General
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Join Date: Jan 2001
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
quote: + to reproduction (not sure here, kids are pain !)
-- to conditions tolerance (obvious)
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These can not be modified via culture. Ouh, did't know about this. Than this idea is kind of moot .
__________________
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 21st, 2003, 06:56 AM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
I would like to suggest AIC AI players to have their 'gets angry over enemy/ally colonizable planets' falsed down. This setting makes little sense and realy distrupts the political world of the AI, no matter how bad it is.
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