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  #1311  
Old February 4th, 2004, 04:47 PM

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

Regarding the Read.me. QB was interested in revising this for us, I will see where she is at and to clarify some key points for a concise and terse view


I would and will work on more AIC details. However, with work, my Wife wanting to play her new Rise of Nations game with me and my son wanting to paint Napoleonic miniatures and set up future scenarios with (ALL THOSE RULES

I am finding less time to do what I need or even to just sit-back with a beer and watch TV

[ February 04, 2004, 15:47: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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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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  #1312  
Old February 4th, 2004, 05:58 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Sorry, a few more questions and something for you to look at.

Why are starliners limited in movement? It seems like '2' is the best you can configure.

I tried removing the basic lifesupports, but I get the warning that this hull requires 3 life support units. If the Pop Module is supposed to fulfill this need, this needs to be changed.

Lastly,

If you look at the weapon plaform computer core. the IV takes 40 mineral and the V takes only 10 mineral. There are a number of incidents like this. I will start to keep a list to PM.
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  #1313  
Old February 4th, 2004, 06:02 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Claymore 2002:
Sorry, a few more questions and something for you to look at.

Why are starliners limited in movement? It seems like '2' is the best you can configure.

I tried removing the basic lifesupports, but I get the warning that this hull requires 3 life support units. If the Pop Module is supposed to fulfill this need, this needs to be changed.

It is by design. The idea is to have slow and bulky transports for population - after all, you are shipping 1 million people with baggage, furniture, books, cars, etc.
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  #1314  
Old February 4th, 2004, 06:09 PM

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

Quote:
Originally posted by Claymore 2002:

If you look at the weapon plaform computer core. the IV takes 40 mineral and the V takes only 10 mineral. There are a number of incidents like this. I will start to keep a list to PM.
Outstanding, thank you very much. We can use all the help we can muster

[ February 04, 2004, 16:13: 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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  #1315  
Old February 5th, 2004, 01:12 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Actually, I wonder why there is no difference between computer core I to IV ? Same size, same cost, same abilities There MUST be something to have more advanced components !
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  #1316  
Old February 10th, 2004, 03:35 PM

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

Shortly after the time I released the Last AIC update, the C: Drive was lost along with my notes and some AIC, Adamant and other Players tasks we were working on.

I am unsure at this time why the Level 2 and up Computer core is changed, either way it will be restored and with at least three more components that need tweaks. The AI mine vehicles were adjusted then tested and not reset for that release, need to be resolved. I will reword any new phrases the Players submit in the next release. Structural Armors will not have Limits and we will find a compromise for the new Resource Base mining values.

More input is encouraged please continue to post, PM and Email; I will resume works after this weekend.

Thanks JLS


[ February 10, 2004, 13:37: 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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  #1317  
Old February 18th, 2004, 01:01 AM
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Default Re: AI Campaign => For a Challenging AI opponent

When is the next update

Are you going to cut down on some of the moons and Astroids?
The AI is building to many planets
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  #1318  
Old February 18th, 2004, 02:30 AM
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Default Re: AI Campaign => For a Challenging AI opponent

If you play on a non-FQM map, you will not have so many asteroids and moons. If you select a FQM map such as Mid-Life No Ast Belt, most systems will have only 2 asteroid fields in them. You can create other No Ast Belt type quadrants simply by using this quadrant (or the sparse or dense one) as a template. Most quadrants only differ in the following lines:

code:
 Name                      := Mid-Life No Ast Belt
Description := Standard middle age section of the galaxy .
Min Dist Between Systems := 1
System Placement := Random
Max Warp Points per Sys := 5
Min Angle Between WP := 60

JLS, why does this say 2.07/1.20 in QuadrantTypes.txt?
Quote:
Features Fyron's Add-on Quadrant Mod-Version 2.07/1.20
Did you use stuff from both FQM Deluxe and FQM Standard? They are nearly the same, except that FQM Deluxe has changes that make maps uncompatible with the stock game (changes to PlanetSize.txt, SectType.txt, and Settings.txt changes, as well as the system images in SystemTypes.txt). Unless you want to remove the necessity to get all of the system images (nebulae, black holes, etc.), there is not much reason to use the FQM Standard files.
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  #1319  
Old February 19th, 2004, 04:08 PM

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

Fyron I do not fully recall why I stated (2.07/1.20 in QuadrantTypes.txt). Perhaps I used much of those FQM files as a base for FQMs port to AI Campaigns data files. In addition I believed I used some token data from v2.08 as well, this is good stuff and I/we are drooling for more


Agreed Fyron, this is the way to go for those that do not want so many Planet options in the game.

QB when time permits, I will have a other Quad options available that will have less Asteroids and still maintain most of the FQMs flavor that we enjoy.

- - -

The next up date!

The next update will focus on the interface and the need to put loose ends together. AIC next major upgrade will be after the final se4 patch and all that this may entail.

[ February 19, 2004, 14:32: Message edited by: JLS ]
__________________
&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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  #1320  
Old February 24th, 2004, 03:48 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Fyron I do not fully recall why I stated (2.07/1.20 in QuadrantTypes.txt). Perhaps I used much of those FQM files as a base for FQMs port to AI Campaigns data files. In addition I believed I used some token data from v2.08 as well, this is good stuff and I/we are drooling for more
Like what?
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