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June 20th, 2004, 06:55 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
Quote:
Originally posted by QBrigid:
Does FQM have the Rock Planets close to the sun followed by GAS and ICE?
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No.
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June 20th, 2004, 10:10 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: AI Campaign => For a Challenging AI opponent
Fyron likes to keep things completely random.
I like random too, but mixed in with a bit of realistic items, as long as you don't hurt game play.
The system types I've designed so far for Space Food Empires are generally similar to our type of solar system. You have rock-based planets occupying the inner rings (2-3, rarely 4), with a few ice-based planets in the middle rings (rarely 3, usually 4), and Gas Giants in the outer rings (sometimes 4, mostly 5-7), and again a few ice-based planets in the fringes. Moons are also divided between ice and rock, with ice being more prevalent to make up any shortages.
However, I always throw in a few oddball systems to mix things up. Sometimes I'll have a big gas giant planet near the star as we tend to find in extra solar systems today. Of course, binary and trinary systems are free for alls and I almost always use random types all the way here.
A key consideration is to make sure you try and keep at least 2 of the entries "Any" to get an extraordinary amount of variety. The only time I don't follow that is when I have planets with moons, I make sure the planet will always be larger than the moon.
I like having asteroids too, but not nearly as much as some quadrants in FQM. I usually make partially filled asteroid belts in rings that have few planets. Perhaps I do this to simulate pulverized planets or perhaps I do it because a planet just failed to form there. Most of my asteroids are found in rings 3 and 4, but not always.
I think in Space Food Empires, I've made 35 single star system types alone ranging from 3-10 planets each under this system. Throw in another 10 system types for binary, and 5 more for trinary - and that's a lot of systems that have planets. In a large galaxy, you might only get 3 or 4 of the same system types.
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June 21st, 2004, 01:52 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Thanks for the Ship sets guys.
The TDM RAGE sml, med and large Transports was by far the most favored Starliner pics.
If possible, please attach the sets designer and/or where you received them, if they are to be placed in the AIC image folder, in this way - the proper permissions and credit is issued.
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Trooper has offered AIC the use of his STARSHIP set and this will make a fine Generic set for all the needed Hull classes, until the individual Space Empires race images are completed.
Thanks Trooper - this is an outstanding image set
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Quote:
Originally posted by QBrigid:
Does FQM have the Rock Planets close to the sun followed by GAS and ICE?
I read Captain Kwoks post and I think this would be neat and very realistic.
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I am unsure of Fyrons directions for his FQM mod (As a courtesy, perhaps you should PM him and ask). Agreed, the Captains Solar System layout plan - is indeed very realistic.
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Thank you QB, I can use the help with the se4 sets.
[ June 20, 2004, 15:16: Message edited by: JLS ]
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June 21st, 2004, 02:26 PM
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Corporal
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Join Date: Feb 2003
Location: Pennsylvania
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Captain Kwok:
A key consideration is to make sure you try and keep at least 2 of the entries "Any" to get an extraordinary amount of variety. The only time I don't follow that is when I have planets with moons, I make sure the planet will always be larger than the moon.
I like having asteroids too, but not nearly as much as some quadrants in FQM. I usually make partially filled asteroid belts in rings that have few planets. Perhaps I do this to simulate pulverized planets or perhaps I do it because a planet just failed to form there. Most of my asteroids are found in rings 3 and 4, but not always.
I think in Space Food Empires, I've made 35 single star system types alone ranging from 3-10 planets each under this system. Throw in another 10 system types for binary, and 5 more for trinary - and that's a lot of systems that have planets. In a large galaxy, you might only get 3 or 4 of the same system types.
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JLS you should keep the FQM for the Players and follow Captain Kwoks lead and add more new maps that was described.
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June 21st, 2004, 02:31 PM
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Corporal
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Join Date: Feb 2003
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Re: AI Campaign => For a Challenging AI opponent
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Thanks, I will revisit the AIC Psychic Intel file and set Sabotage 2 req.
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JLS noticed you stopped the AI from using the intel project change orders?
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June 21st, 2004, 02:49 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
The download for 4.191 does not work for me. Anyone else having problems?
__________________
solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
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June 21st, 2004, 02:53 PM
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Corporal
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Join Date: Feb 2003
Location: Pennsylvania
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Re: AI Campaign => For a Challenging AI opponent
It works fine for me. I am over 150 turns in a no warps game so far so great
What is happening to your game?
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June 21st, 2004, 04:04 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by solops:
The download for 4.191 does not work for me. Anyone else having problems?
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Thanks Solops, I am checking into it.
Sorry for any inconvenience.
JLS
[ June 21, 2004, 15:06: Message edited by: JLS ]
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June 21st, 2004, 04:26 PM
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Lieutenant Colonel
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Join Date: Feb 2003
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by QBrigid:
Quote:
noticed you stopped the AI from using the intel project change orders?
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Yes.
It did the AI little good and it was annoying having to reroute my ships when I was hit.
Human Players can use the project still
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Quote:
JLS you should keep the FQM for the Players and follow Captain Kwoks lead and add more new maps that was described.
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Absolutely, FQM stays - no one needs me to post that FQM offers an aspect to se4 of both realism and the ability for players to enjoy Astro Mining on a grand scale.
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QB, I understand you do not like many Asteroids in your game; however, other Players do.
Please. Choose a non-FQM map if you wish fewer Asteroids.
For a not connected game I would suggest for you - the (Default Starter map, or any of the top Galaxies maps)
I would be pleased to contact the Captain on the feasibility of his Solar System layouts to be used with AIC; although, perhaps it would be best to wait until he has finished his mod. Would you not agree?
[ June 21, 2004, 15:59: Message edited by: JLS ]
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June 21st, 2004, 05:00 PM
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Sergeant
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Join Date: Dec 2001
Location: Texas
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
quote: Originally posted by solops:
The download for 4.191 does not work for me. Anyone else having problems?
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Thanks Solops, I am checking into it.
Sorry for any inconvenience.
JLS I finally got the download via the link at Spacempires.net rather than the one in this thread.
Wierd.
__________________
solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
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