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  #1461  
Old July 3rd, 2004, 11:02 PM

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

Quote:
Originally posted by oleg:
True, but some images can be directly transfered to AIC. For example tiny transport -> starliner; tiny carrier -> escort carrier.

However, my major greep is that I had Neostandard installed in SEIV root directory and then suddenly new AIC images overwrite them
- - -

AIC DOES NOT OR HAS EVER, OVERWRITEN ANY SEIV ROOT DIRECTORY WITH IMAGES, DATA OR ANY FOLDER TYPE - OTHER THEN WHAT IS PLACED IN THE AICAMPAIGN MOD FOLDER (.)

Please revisit your statement, Oleg.

- - - - - -

AIC will give the optional choice for the AIC PATH file - as with many other MODS.


HOW THIS IS DONE

> The AIC Vehicle data file - Is programmed as such: to direct se4 to load only AIC Images found throughout your AIC Folders and/or the se4 stock Images


JLS

=================================================
REFERENCE - AIC Vehicle data file

Name := Resupply Space Station
Short Name := Supply Space Station
Description := Deep space supply station, which will resupply ships when fleeted.
Code := RSS
Primary Bitmap Name := ResupplyStation (Assess the AIC Pictures\Generic Folder
Alternate Bitmap Name := ResupplyStation

Ability 1 Descr := Deep space supply station, which will resupply ships when fleeted.
Ability 2 Descr := Fuel Capacity 20000kt. Auto refueling is 200kt minimum per month in most Systems.
Ability 3 Descr := Fleeting with large Tankers and Stellar Harnessing Panels will aid in replenishments.
Ability 4 Descr := Immobility and large proportion of supply storage space makes this Resupply Station a poor platform for weapons.
Ability 5 Descr := Large proportion of cargo space decreases maintenance cost.

~~

Name := Orbital Resource Station
Short Name := Resource Space Station
Description := Resource extraction Station will extract resources automatically at those coordinates each month when built.
Code := ORS
Primary Bitmap Name := ResourceStation
Alternate Bitmap Name := ResourceStation

Ability 1 Descr := Automatically Mines 900 minerals.
Ability 2 Descr := Automatically Extracts 600 radioactives.
Ability 3 Descr := Automatically Recovers 300 organics.
Ability 4 Descr := Orbital Resource Station has sufficient room for an additional extraction component.
Ability 5 Descr := Fuel Capacity 1000kt. Auto refueling is 20kt minimum per month in most Systems.
Ability 6 Descr := Only one Vehicle can extract the resources from Asteroids or non-colonized Planets and its moons each month.
Ability 7 Descr := Automated extraction components contribute to the low maintenance of this station.
Ability 8 Descr := Immobility makes this Orbital Resource Station a poor platform for weapons.

[ July 04, 2004, 01:20: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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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  #1462  
Old July 3rd, 2004, 11:18 PM

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

I have received permission form Dogscoff and many Ship Set designers to include that of AST, TDM and others for the use of some of their Images and in total - they have all agreed
Now its just a matter of putting the package together.

- - -

Players that wish alternative Star liner and AIC Images and that may be unable to perform the transfer themselfs - there will be an AIC (optional EXTRAS) Image pack out soon.
This will include a wide variety of Freighter, Fast Colonizer, Starliner, Resource Station, Resupply Station and Infantry choices - some Neo-Standard, TDM Images and from many other designers as well

As with all AIC downloaded extras this will be placed in your:
Space Empires IV Gold\AICampaign\Extras Folder



[ July 04, 2004, 00:31: 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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  #1463  
Old July 4th, 2004, 03:35 AM
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QBrigid QBrigid is offline
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Default Re: AI Campaign => For a Challenging AI opponent


Oleg you hurt me so. You don't like my Scouts
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  #1464  
Old July 4th, 2004, 03:41 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
We like the decreased cost in building the resources facilities in AIC v4.191A but not everybody in my LAN group wants to go into planetary engineering or astroid mining for that matter. They recommend raising the higher level Mining Facilities to produce more.

Mining III 600
Mining Complex 750
The MultiPlayer Megaplex at 1200 total resources generated per turn
RADS and Orgainics are ok.

GLV the AIC starting option O2 does the same thing by increasing all your (Human Players) Empires resource Facilities production
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  #1465  
Old July 4th, 2004, 03:54 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Granted the Praetorians were nice enough to replace the Novian Star, at Sindarious - do not expect them to clear the two Nebulas in your South easter Cluster- Perhaps if you Clear them thru SM they will be kind enough to create a star for you in those System as well.
Now, once that is done; you will need Grave Plates and Cables along with a Ring World Generator
What I do is GIFT the Praetorians, Eee and the Tolytans the chart of the system I want them to Stellar Manipulate and they usually do

AIC always have had low costing Ring and Sphere World Components and they come out earler then stock se4. So GLV whats stoping you, make a few
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  #1466  
Old July 4th, 2004, 09:28 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:

Oleg you hurt me so. You don't like my Scouts
No ! I just want to have more
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  #1467  
Old July 4th, 2004, 09:37 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:

Please revisit your statement, Oleg.

- - - - - -

.
Yes, I was unclear. Sorry What I meant is before AIC used neostandard images from the root folder but now it loads pictures from AIC/races folder. i had to go purge all of them to restore race-specific pictures.

Of course any AIC release should put pictures into its own directory.
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  #1468  
Old July 4th, 2004, 02:12 PM

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

Quote:
Originally posted by QBrigid:
quote:
Originally posted by Grand Lord Vito:
They recommend raising the higher level Mining Facilities to produce more.

Mining III 600
Mining Complex 750
The MultiPlayer Megaplex at 1200 total resources generated per turn
RADS and Orgainics are ok.

GLV the AIC starting option O2 does the same thing by increasing all your (Human Players) Empires resource Facilities production
- - -
QB, what you say is true. We are seriously considering raising the Mining Facility productions at the higher levels, this will have many effects against the AI and will boost the Human Players potential to have another Attack Fleet in the (early mid game) with out the need of Planetary Engineering and only the slightest of need for Asteroid Mining.

The key to make this feasible: will be the integrity of the AI Players at higher bonus to preserve a many multi Human Players game against a few AI Players. With a few more se4 v1.191 AI tweaks, we will achieve this and have a smoother Extraction transition throughout the levels.
In addition, the AIC AI Players growth - will be further lowered in the AI Bonus of None and LOW - this will make it easier for the transitional competition level for NEW AIC Human Players from AI Bonus of NONE to LOW

AIC starting option of (O2) Resource benefits for Human Players will still be available that will increase yet further any available resource exploitations.

In addition to all increases yeilded from the standard Planet and System Resource modifications Facilities, when built

= = = = = = = = = =
REFERENCE
We are at this stage in testing and it plays very well:

Name := Mining Expedition
Description := Small expedition that mines surface minerals from this planet.
Facility Group := Resource Extraction
Cost Minerals := 1000
Cost Organics := 100
Cost Radioactives := 50
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 1
Ability 1 Descr := Mines 350 minerals each turn.

Name := Mining Settlement
Description := Planet processor that mines minerals from deep within this planet.
Facility Group := Resource Extraction
Facility Family := 1
Cost Minerals := 1200
Cost Organics := 300
Cost Radioactives := 150
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 2
Ability 1 Descr := Mines 450 minerals (up 50)

Name := Mining Colony
Description := Large scale Planet processors which mines minerals from the deepest layers.
Facility Group := Resource Extraction
Cost Minerals := 1400
Cost Organics := 466
Cost Radioactives := 233
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 3
Ability 1 Descr := Mines 600 minerals each turn. (up 100)

Name := Mining Complex
Description := Massive scale Planet processors which mines minerals from the deepest layers.
Facility Group := Resource Extraction
Pic Num := 94
Cost Minerals := 1800
Cost Organics := 900
Cost Radioactives := 450
Number of Tech Req := 4
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 4
Tech Area Req 2 := Construction
Tech Level Req 2 := 1
Tech Area Req 3 := Industry
Tech Level Req 3 := 3
Ability 1 Descr := Mines 800 minerals each turn. (up 150)


Name := Mining Megaplex mp
Description := Massive scale Planet processors which mines minerals from the deepest layers.
Facility Group := Resource Extraction
Cost Minerals := 2300
Cost Organics := 1150
Cost Radioactives := 575
Number of Tech Req := 5
Tech Area Req 1 := Multiplay
Tech Level Req 1 := 1
Tech Area Req 2 := Construction
Tech Level Req 2 := 1
Tech Area Req 3 := Industry
Tech Level Req 3 := 4
Tech Area Req 4 := Minerals Extraction
Tech Level Req 4 := 5
Ability 1 Descr := Mines 1200 minerals each turn. (up 200 and then again; perhaps even more for MP* )

When AIC option O2 is chosen = then add about 25 percent increase again over the above core values...

[ July 04, 2004, 16:17: 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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  #1469  
Old July 5th, 2004, 01:29 AM

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

Understood
It was felt that this would be an operational inconvenience for the AI Campaigners; however in the overall, it does fulfill the goal to assist new players to AIC that are unable at this time to rename and transfer images, and still have Generic Ship Images to Identify their Empires hulls. Also to add, the AI opponents with scouts that now look like Scouts and not Escorts - a point that was raised by some new players

Eventually this all will be tied together with any available NeoStandards and other Ship Sets; also with optional downloads as mentioned in the previous Posts.
__________________
&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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  #1470  
Old July 5th, 2004, 03:12 PM

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

My vote is more minerals for the Multiplayer MP* option. 1500 works for me

The AIC LAN Game is going along great and everybody is having a real good time. You got us all hooked again JLS
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