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  #1161  
Old November 21st, 2003, 01:07 AM
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Default 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
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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  #1162  
Old November 21st, 2003, 01:36 AM
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Default 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......
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  #1163  
Old November 21st, 2003, 01:45 AM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Deathstalker:
make a mount (yeah I know, I AM mount happy
AIC v4.11 will be released very soon; there are some added AI Player SM provisions to assist with FQM, and that really do not have much effect on most the AIC standard maps

Deathstalker after this release, we would be beholden if you could spruce up the AIC comp enhancement file

[ November 21, 2003, 00:18: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


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  #1164  
Old November 21st, 2003, 01:48 AM

JLS JLS is offline
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Default 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.
I could not agree with you more Oleg
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&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 ~~~
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  #1165  
Old November 21st, 2003, 01:58 AM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
quote:
Originally posted by oleg:
JLC, I remember you posted about returning to the 3.02 AI politics in the next patch. What exactly is the change ? Right now I am playing 4.01 game against 10 AIs and almost WHOLE politics table is green. Only two wars. I am at peace with all AIs Boring !!!
The Violent psycos declare wars in my game.

But I think JLS has set the declare war value high for other races in the Last release so they will not commit to a full game at war but they will get very angry and break treaty negotians but there is always a chance they will become freinds much latter.

I like this approach but I tend to agree with you Oleg the Psycos should be a little more psyco

AI Players to commit fewer wars, and yet still be very aggressive is a goal we will obtain.

As you recall with v3.02 and prior, the AI was tuned for the Human Player to have 20 to 40+ odd Star Liners plus the usual combat and support fleets.
With v4.0 for the Players that have chosen starting trait option SO* now alleviates most of the need for a large Star Liner fleet and I did not want the the AI Players to find this an early weakness with Human Players ship totals. There was a need to tone down the AI politics a bit and then set to a happy medium, and this may require a few more tweaks.

However, the Violent and Psychotic and even the Impulsive Races should still be true to form with the previous AIC v4.01

[ November 21, 2003, 00:15: Message edited by: JLS ]
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&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 ~~~
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  #1166  
Old November 21st, 2003, 02:39 AM
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Default 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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  #1167  
Old November 21st, 2003, 02:57 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
+ to reproduction (not sure here, kids are pain !)
-- to conditions tolerance (obvious)
These can not be modified via culture.
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  #1168  
Old November 21st, 2003, 04:12 AM
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Default 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.
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  #1169  
Old November 21st, 2003, 04:16 AM
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Default 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)
These can not be modified via culture.
Ouh, did't know about this. Than this idea is kind of moot .
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  #1170  
Old November 21st, 2003, 06:56 AM

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Default 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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