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  #1371  
Old May 26th, 2004, 05:25 PM
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Kana Kana is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Are their any AIC players that would like to make a few neutrals for v5.0? we will need a half dozen in a few weeks.
Do you want pictures and AI? I could consider submiting one of the races I'm going to add to my SFB Mod...Of course that is if I have the time...No Promises...

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  #1372  
Old May 26th, 2004, 08:08 PM

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

Quote:
Originally posted by Kana:
Do you want pictures and AI?
Thanks Kana

No pictures required.
A Gas or Ice Neutral is perfered. This way we will have a varied Colonizer Techs - for trades with the Human Players

If you wish to give them a Racial Trait, please refer to Neutral002 - Nultoh General File.
Otherwise, please feel free to distribute the 1500 points as you like.

Changes to date: TexRax will become an Organic Race and Kithra may become a gas Race

= = = = = = = = =
Reference From Neutral002 General File.

Opt 1 Num Characteristics := 0
Race Opt 1 Num Advanced Traits := 3
Race Opt 1 Adv Trait 1 := AI 1 (a must)
Race Opt 1 Adv Trait 2 := NEU (a must)
Race Opt 1 Adv Trait 3 := Psychic (Optional Trait)

[ May 26, 2004, 19:57: Message edited by: JLS ]
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  #1373  
Old May 27th, 2004, 12:54 AM

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

Quote:
Originally posted by oleg:
50 looks to small for satelites IMHO. Severe to-hit penalties makes satelites usefull only as missile platforms. Any half-decent AI fleet can go through 50 sat. with vert small loses. But 100 was probably too much, I agree. May be 70 ? But I would rather get better to-hit values for satelites and limit of 50. That will make them more robust against fighters.
Agreed Oleg.
50 Satellites per field is of no help for the Neutrals, and this did not yield the Human Player much defense after 150 hundred turns at AI Low bonus.

Also agreed, for this release all Satellites will be at se4 standard to-hits.

Rollos DevNulls (Towed Missiles pods) can now be loaded to 3 per ship retaining the 5 spacing; however, with an increased supply usage - these guys on several missile frigates can really go long ways to holding a warp point.
As per your past recommendation the Towed Bombardment Missiles defense has been beefed up back to specs. Ships can now tow 2 abd with the retained the 10 spacing, also with an increased supply usage.

[ May 27, 2004, 00:57: 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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  #1374  
Old May 28th, 2004, 01:29 AM
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Default Re: AI Campaign => For a Challenging AI opponent

I have a question about the Cryslonite fighters in combat. I had 5 frigates, each had basic bridge (which is slightly degrading), two Point Defense Cannons II (+25%), Combat Sensors II (+10%), 5 Contra Terrene Engine I, Life Support, Basic Quarters, 2 Solar Collectors III, and two Seeking Parasites II (I created a mini missle mount). In 30 turns of combat with Cryslonite fighters (some small & some med), none of the fighters having any ECM or anything else I could see to degrade my chance to hit, my 5 Frigates got chewed up, and I scored ZERO hits with my point defense! That's 100% miss! In an earlier game the same thing happened, but my frigates had Master Computer I, I assumed that caused it, so I restarted the same game from saved first turn. I don't see how I could have 100% miss, am I over looking something here?
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  #1375  
Old May 28th, 2004, 01:43 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Fighters generally have a large ECM bonus built into their hulls.
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  #1376  
Old May 28th, 2004, 03:49 AM

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

Quote:
Originally posted by crash52:
I have a question about the Cryslonite fighters in combat. I had 5 frigates, each had basic bridge (which is slightly degrading), two Point Defense Cannons II (+25%), Combat Sensors II (+10%), 5 Contra Terrene Engine I, Life Support, Basic Quarters, 2 Solar Collectors III, and two Seeking Parasites II (I created a mini missle mount). In 30 turns of combat with Cryslonite fighters (some small & some med), none of the fighters having any ECM or anything else I could see to degrade my chance to hit, my 5 Frigates got chewed up, and I scored ZERO hits with my point defense! That's 100% miss! In an earlier game the same thing happened, but my frigates had Master Computer I, I assumed that caused it, so I restarted the same game from saved first turn. I don't see how I could have 100% miss, am I over looking something here?
Fighters are tiny, quick and hard to hit targets. The best way to kill an enemy fighter is with your own Fighter Interceptors.
Although a Frigate with all else even, and with level 2 Combat sensor and level 2 Point defense installed; would have fair targeting:
Good maneuverability on frigates increases chance to hit targets +15
Combat Sensors II +10 with Point Defense Cannons II another +25 = Totaling a plus 50% Targeting

Less the poor reaction time from the master computers at -5 targeting and -20 at defensive maneuvers

To calculate the fantastic maneuverability of the enemy fighter, well this gets tricky depending what the fighters payload is - but it is not going to be a good match - considering that Master Computers are best installed for ships relegated to the work tasks of convoy duty and other support roles. Pilot and low level Master Computers have very slow reaction times in combat.

~Also to note that the Basic (Bridge, Crew Quarters, Life etc. Are not designed or equipped to handle any, not in the least - the necessary devices that are required in combat.
They are fine in support ships or support bases... Possably ships or bases that (only) fire guided missiles - though not in any platform with derect fired weapons.

= = = = =

You will need to counter with Fighters as soon as your adversary shows his technological advanced Fighters.
You may launch them off your Transport Decks: if fitted with fighter bays - until you get a few Carriers at the ready.
You may also equip your ships with higher levels of Combat Sensors and Point Defense Cannons that are great against missile but can land amiss against some fast fighters. In the advance engineering techs for some PD mounts or a little research with Energy Pulse Weapons will lend you a welcomed weapon and this would be the very accurate (Point - Defense Beam weapon) that is a "small mobile energy beam turrets which are used to target and destroy incoming fighters".

= = =
If you are new to AIC, you may want to set the AI Bonus at None for your first few games. This will slow the AI research down allowing you a little more time.

[ May 28, 2004, 04:23: Message edited by: JLS ]
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  #1377  
Old May 29th, 2004, 12:20 AM

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

Quote:
Originally posted by Grand Lord Vito:
Point - Defense Beam weapons get lost in the Energy Pulse techs. Do you think they should be moved into the Point-Defense weapons tech branch?

Also Fighter Carriers that rely on the intercepters to take out the incoming enemy missiles and fighters
Good idea for the PDB - it will be less obscure with Point Defense Research.

The problem with CV’s depending on Interceptors, is that the Players will have to (ADD) the Strategy for them to prioritize what they want that Fighter to do after they consider that fighters weapons load.
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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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  #1378  
Old May 29th, 2004, 01:53 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 JLS:
You may also equip your ships with higher levels of Combat Sensors and Point Defense Cannons that are great against missile but can land amiss against some fast fighters. In the advance engineering techs for some PD mounts or a little research with Energy Pulse Weapons will lend you a welcomed weapon and this would be the very accurate (Point - Defense Beam weapon) that is a "small mobile energy beam turrets which are used to target and destroy incoming fighters".
Point - Defense Beam weapons get lost in the Energy Pulse techs. Do you think they should be moved into the Point-Defense weapons tech branch?

Quote:
~Also to note that the Basic (Bridge, Crew Quarters, Life etc. Are not designed or equipped to handle any, not in the least - the necessary devices that are required in combat.
They are fine in support ships or support bases... Possably ships or bases that (only) fire guided missiles - though not in any platform with derect fired weapons.
The basic components work great on the warp point defense missile frigates. Also Fighter Carriers that rely on the intercepters to take out the incoming enemy missiles and fighters

[ May 28, 2004, 13:19: Message edited by: Grand Lord Vito ]
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  #1379  
Old May 29th, 2004, 01:58 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 JLS:
Are their any AIC players that would like to make a few neutrals for v5.0? we will need a half dozen in a few weeks.

Impulsive to friendly are required, please no Xenophobes, Violent, Psycos or Serine - with or without a Racial Trait would be fine.
Count me in
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  #1380  
Old May 29th, 2004, 09:02 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by Grand Lord Vito:
Point - Defense Beam weapons get lost in the Energy Pulse techs. Do you think they should be moved into the Point-Defense weapons tech branch?

Also Fighter Carriers that rely on the intercepters to take out the incoming enemy missiles and fighters
Good idea for the PDB - it will be less obscure with Point Defense Research.

The problem with CV’s depending on Interceptors, is that the Players will have to (ADD) the Strategy for them to prioritize what they want that Fighter to do after they consider that fighters weapons load.

There is a default "fighter attack" strategy for this purpose already

I like current PDB research set up and don't want meson bLaster I requirement removed. But I always like complex research net
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