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January 27th, 2004, 02:01 AM
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Sergeant
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Join Date: Feb 2003
Location: USA
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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.
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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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January 27th, 2004, 02:19 AM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
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January 27th, 2004, 02:35 AM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
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January 27th, 2004, 01:46 PM
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Lieutenant Colonel
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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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January 27th, 2004, 04:15 PM
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Lieutenant General
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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.
__________________
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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January 27th, 2004, 05:12 PM
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Lieutenant Colonel
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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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January 27th, 2004, 05:21 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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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January 27th, 2004, 05:36 PM
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Lieutenant Colonel
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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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January 27th, 2004, 09:25 PM
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First Lieutenant
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Join Date: Mar 2001
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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
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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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January 27th, 2004, 09:44 PM
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Shrapnel Fanatic
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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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