|
|
|
|
|
December 15th, 2003, 07:14 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by PsychoTechFreak:
Now I would like to somehow get USM integrated.
|
Simple. Copy Formations.txt and DefaultStrategies.txt from USM into your AIC folder, and it is integrated.
|
December 16th, 2003, 11:47 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
|
December 16th, 2003, 11:52 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperial:
Was organic miners for ships left out intentionally?--just curious cause i can build the mineral and rad ones for ships.
|
Yes Imperial, organic mining components have been excluded from ships and bases. However, you have the Habitat Domes for satellites and the Resource Station has some intrinsic Organic collection
|
December 17th, 2003, 12:55 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
JLS is back! Check your email and PMs.
|
December 19th, 2003, 04:01 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: AI Campaign => For a Challenging AI opponent
Oy! The Phong and Jraenar (sp) are certainly using both stellar manipulation and some devious ship design. Large transports being used as both ship repair AND "jeep" carriers.....waaaa!
and those (*&^% Phong love to throw 1000 troops into ground combat (per transport)
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
December 19th, 2003, 04:28 AM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Wrong It is medium AI transports with 100+ fighters and repair bays. I shudder to think what they do do me with large transports
AI in AIC has few cards in the sleeve !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
December 19th, 2003, 12:11 PM
|
|
First Lieutenant
|
|
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
I know that AIC is optimized for Finite Resources, but the AI degrades too much without Finite Resources?
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
|
December 20th, 2003, 02:15 AM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Makinus:
I know that AIC is optimized for Finite Resources, but the AI degrades too much without Finite Resources?
|
No. It works even better. JLS tweaked AI facilities to produce some resourses even after planet was mined out. In normal game it is an extra source of resources for AI which is independend from planet value. It greatly improves AI in all game setupa since it no longer build mineral miners on 1% mineral planet
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
December 28th, 2003, 07:37 PM
|
|
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
What about the (immense) minesweeping ability of AI ship hulls?
Defending minefields don't make sense against AI fleets anymore. And if I need a good minesweeper, should I just capture an AI transporter ? Did you change anything to the ship designs, like removed minesweepers, don't use mine layers etc. ?
|
January 13th, 2004, 11:22 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
The AI in AI Campaign; always handled Mine Fields very well, the direction we have been seeking is to make the AI ships displacement size less as effective compared with past AIC releases and adding many more Mine Sweepers to most of the AI fleets. In this way we can limit the Psycho AI’s violent expansions in the early game with little to no effect in the Psychos mid and late game; as they will now be at a disadvantage building far less sweepers, but will build a a few more replacement war ships
Furthermore, after several decades of game play minefields are just an annoyance for all the AIC AI's, and the only sure defensive wall; as it would against a good Human opponent (is a comprehensive combined warp point defense with Sats, Fleets, Fighter and Drone Carriers, Bases etcetera.
Yes, good point PTF. ALL future AI designs will have the AI minesweepers vulnerable to boarding attacks... You will have this in the next update
[ January 13, 2004, 11:16: Message edited by: JLS ]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|