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  #1261  
Old January 27th, 2004, 02:01 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

JLS - "What effect do we want remote mining to have with the non-FQM maps?"

Quote:
Originally posted by Paul1980au:
Maps with resource rich areas in the centre of the game map makes a quick rush and constant fights over such areas to dominate the game.
Again I agree with Paul. In the non-FQM maps the classic se4 Asteroid system is like GOLD when playing the AIC centurion and traditional maps for there rich resource mining and Create Planet options.

With the Importance of the Classic se4 Asteroid belt, we have had countless AIC battles in the past versus greedy Human LAN opponents. Against the AIC ai Players just holding and fighting to get to it or even supremacy of that system before an unfriendly AIC ai Player COLONIZES my Classic se4 Asteroid System.

I do not want to see this lost with any new changes.
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  #1262  
Old January 27th, 2004, 02:19 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
will bigger organic or any se4 armor protect you from armor skiping weapons?

If Temporal or Cryslonite with early armor skiping weapons and they are full of unrestricted armor turn on you we are dead. Sure shields will help me but they will have shields and a whole lot of armor = they shoot I die - I shoot I bounce off all the armor they can fit and at 10kt that would be an awful lot [/QB]
NO

I use this stratagy against Human Players. As a Temporal race I wait until they get into trouble with the AIC AI or another Human player that packs sheild depleteing weapons, knowing they switch to mainly armor, and then I pounce on them. When defensless against me, they fall very fast.

As a Temporal I really get a kick out of the false sense of security a player, particularly organic races get with se4 armor


QB is right.
Now, with the se4 v184 gold. It is not that easy to get away with this, if I cant pack my ships with unlimited Armor. I can see where this can get controversial

[ January 26, 2004, 12:45: Message edited by: Grand Lord Vito ]
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  #1263  
Old January 27th, 2004, 02:35 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
I would like to see AIC reduceing the massive Enterprise hull plating to only one per ship. This is more realistic and give the organic race 6 armors for more of an edge as they should get.


PS: My claims are not just nitpicking
NO, I think JLS said claims are like knitting. All in a twine

[ January 26, 2004, 12:38: Message edited by: Grand Lord Vito ]
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  #1264  
Old January 27th, 2004, 01:46 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Thanks for the help guys, AIC v4.20 should be out shortly.

I will have the details as soon as more play testing is completed.

Thanks again.
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  #1265  
Old January 27th, 2004, 04:15 PM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Something odd is with ruins on planets in 4.1
Before you could't tell if it is "real" ruins or empty one. Now, only "real" ruina are listed under "special"in planet sorting and have that ruin symbol on the planet picture. "empty ruins" still display description but that' it. I think the mishap happened during the integration of FQM files.
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  #1266  
Old January 27th, 2004, 05:12 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Thanks Oleg, I will look into it.



[ January 27, 2004, 15:13: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #1267  
Old January 27th, 2004, 05:21 PM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

You need to add dummy unique techs that do nothing and have the "empty" ruins be Ancient Unique, and give out those dummy tech areas. This makes the ruins icon show up, so it does not look like a dummy ruin. I should probably remove those from the FQM Standard Version... I think I had done so at one point but added them back without thinking about it in one of the newer Versions. :-\

[ January 27, 2004, 15:21: Message edited by: Imperator Fyron ]
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  #1268  
Old January 27th, 2004, 05:36 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Thanks Fyron

Fyron, can you lend a hand, QBrigid has a balance question with se4 Armor in general and the advantage that may be afforded to armor skipping races. Perhaps you could help us with the mechanics.

Thanks JLS

[ January 27, 2004, 15:49: Message edited by: JLS ]
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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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  #1269  
Old January 27th, 2004, 09:25 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by QBrigid:

If Temporal or Cryslonite with early armor skiping weapons and they are full of unrestricted armor turn on you we are dead. Sure shields will help me but they will have shields and a whole lot of armor = they shoot I die - I shoot I bounce off all the armor they can fit and at 10kt that would be an awful lot
You have a strong case QB, what do others think?
I tend to agree.
(Heavy) Armor Piercing Weapons additions to the non-racial techs, probably?

Side question: The plain armor still has got the armor ability removed, right (like in PvKs original good idea) ?
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  #1270  
Old January 27th, 2004, 09:44 PM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Leaky type armor originally appeared in P&N mod 2-3 years ago.

No component with the Armor ability will protect you from weapons with the armor-skipping ability. Leaky armors treat armor-skipping weapons as normal weapons. Components with the Armor ability are only damaged by armor skipping weapons once there are no other components left intact on the ship that do not have the armor ability.

However, the abilities "shields from damage" and "emissive armor" are not triggered from shots by weapons with armor-skipping damage, even if they are on components that do not have the Armor ability.

If this does not answer the question, please restate it. Multiple people making multiple Posts in a row is difficult to wade through. :-\
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