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  #1471  
Old July 5th, 2004, 04:10 PM

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

MP* (1200) (1500) (10,000) - whatever highest Facility Mineral Gen number

As long as we all agree:
It is not important if we out produce the AI with the AIC Multiplayer options, as long as all have the amount of Ships/Bases and the extras in the game that we or as an indvidual - are indeed comfortable with

= = = =

We will also add to the AIC MP* multiplayer Option - individual level one thru 5 Mining Facilities and other Items - that will be AT or very near se4 default values.



[ July 05, 2004, 15:36: Message edited by: JLS ]
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  #1472  
Old July 5th, 2004, 08:41 PM

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

Quote:
Originally posted by oleg:
quote:
Originally posted by QBrigid:

Oleg you hurt me so. You don't like my Scouts
No ! I just want to have more
AGREED.

Qbrigid is supplying a full and completed inventory of the se4 RACE Hulls that Nonstandard does not supply and that are just AI Campaign Specific and this will be an OPTIONAL download for the Players that wish to use the se4 stock ship sets - with all the additional corresponding pics.

And as with all AIC downloads - this will be placed in its AICampaign/Pictures/Race Folder.

[ July 05, 2004, 19:50: Message edited by: JLS ]
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  #1473  
Old July 6th, 2004, 10:13 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Just caught up with this thread. Hi everyone.

Quote:
Qbrigid is supplying a full and completed inventory of the se4 RACE Hulls that Nonstandard does not supply and that are just AI Campaign Specific and this will be an OPTIONAL download for the Players that wish to use the se4 stock ship sets - with all the additional corresponding pics.
Qbigid, if it's OK with you I'd like to include any appropriate images you make into the neo-expansion pack. Your scouts, for instance, would make excellent additions. Can I include some of them in Version 1.40 of the neoexpansion? I will of course credit you as appropriate.

If you'd like to use any of the existing neo-expansion images then that's fine, as long as credit is given (Note that not all images in the neo-expansion are mine, so check the readmes before giving credit.) If you'd rather create a full set for yourself and duplicate more work, that's fine as well.
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  #1474  
Old July 6th, 2004, 10:15 AM

Paul1980au Paul1980au is offline
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Default Re: AI Campaign => For a Challenging AI opponent

It would be good to see them updated and expanded as long as credit is given.
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  #1475  
Old July 6th, 2004, 03:13 PM

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

Quote:
Originally posted by dogscoff:
Qbigid, if it's OK with you I'd like to include any appropriate images you make into the neo-expansion pack. Your scouts, for instance, would make excellent additions. Can I include some of them in Version 1.40 of the neoexpansion? I will of course credit you as appropriate.

If you'd like to use any of the existing neo-expansion images then that's fine, as long as credit is given (Note that not all images in the neo-expansion are mine, so check the readmes before giving credit.) If you'd rather create a full set for yourself and duplicate more work, that's fine as well.
QBrigid, please stand up and come forward.
You can not receive a more complementary praise then what Dogscoff has just offered

Thank you again Dofscoff, the Neo Standard images will certainly ease the requirement that was necessary to complete the AIC Hull image inventory.

[ July 06, 2004, 14:13: 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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  #1476  
Old July 6th, 2004, 10:34 PM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS,

I've been playing your 1.91a mod for the past couple of weeks. I like it, but there are some questions I have. First of all, why can't I get starliners to go more than 2 movements? No matter what type of engine I put in there, they don't go very fast. Transports and colony ships aren't much faster. I can get them to go 6 movements, but no more. Is there a way to boost the movement rate? Other than this, I'm enjoying the mod. I just wish I can get my populations to breed faster.
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  #1477  
Old July 6th, 2004, 11:34 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by gregebowman:
JLS,

I've been playing your 1.91a mod for the past couple of weeks. I like it, but there are some questions I have. First of all, why can't I get starliners to go more than 2 movements? No matter what type of engine I put in there, they don't go very fast. Transports and colony ships aren't much faster. I can get them to go 6 movements, but no more. Is there a way to boost the movement rate? Other than this, I'm enjoying the mod. I just wish I can get my populations to breed faster.
Yeah, kind of sux. But that's the idea. Just think of it : Ship a million of people, with all the belongings, cars, pets, etc. across the Galaxy. Surely it must be a painfull and costly experience.

My solution to excuberant cost is to build starliners with computer core. It restricts the capacity to 1M but makes up for it by _very_ low oranics cost.
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  #1478  
Old July 7th, 2004, 05:50 AM

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

Quote:
Originally posted by gregebowman:
JLS,

I've been playing your 1.91a mod for the past couple of weeks. I like it, but there are some questions I have. First of all, why can't I get starliners to go more than 2 movements? No matter what type of engine I put in there, they don't go very fast. Transports and colony ships aren't much faster. I can get them to go 6 movements, but no more. Is there a way to boost the movement rate? Other than this, I'm enjoying the mod. I just wish I can get my populations to breed faster.
Thank you for your interest in the AIC

Understood, the Freighters (AKA small Starliner) will always move at a speed of 2.

However the Starliner will move at a speed of (3) with Jacketed Engines. The Large Starliner will also move (3) with Quantum Engines

This speed for the Star Liners has been the favor - for most Players that like AIC StarLiners. Some Players also perfer AIC option OS* described below

~ You may add Propulsion Expert to increase all your designed movements and this may be accomplished for Free - with the MP Bonus points, that is located a little further down the Traits menu and just prior to the Strategic Fighters start option

- - -

To modify System Population growth; expediently, other then the basic means se4 offers thru Engineering etc.
~With AIC Medical Technology you may build System Hospitals and this will increase the Reproduction rate of that System. Off coarse there is also the Organic Race reproductive benefits as well.
- - - -

AIC offers the OS* starting trait option and this will increase your Population Reproductions dramatically thru out the coarse of your game and actually, the result will be less Starliners or even none.


= = = = = = = = = = = =
Reference ~ AIC Cargo Class Hulls Options

Slow Freighters Will start you off with 899kt Cargo at the low cost 90m 18o 31r . This is a vast amount of hauling capability with the drawback of a speed at an average of 2 sectors per month.
You may replace the Basic Bridge for a Starliner Population Module to this Freighter Hull - raising this to 1000 Cargo spacing enough to carry a mass of population at a cost of 76m 63o 33r.


Starliner This is the most versatile Hull in the Cargo Hull Class. With a potential of 2000kt of Cargo space - this may be used as a mass Population mover and as Cargo Mover or have double the Ability of any one mentioned.
As a cargo Carrier (two Basic Bridges) it can pack 1798kt of space at a cost of 112r 35o 39r and will travel at a speed of 2. However this same Configuration with Jacketed Engines will cost you 197m 35o 46r and yield a speed of 3 sectors per month

Also as a Cargo Carrier - If we remove the (basic Bridges) and install an automated Computer Pilot as Oleg suggests: we would achieve the same configurations and some free space for an added nich of supplies or more cargo at a cost of 83m 0o 58r at a speed of 2 and 175m 0o 66r speed 3 sectors per month and as Oleg points out the Computer Pilot will save Organics.

Largest of the Starliner Hulls This will haul a potential of 3000kt of Cargo and again add many available and at many cost versus mean options as with the medium type Starliner; however, with the vast size of this Hull to move more the 2 sectors per month players must achieve the research for Contra this vessel will require 4 installed. With the upgrade to Quantum Engines this Large Starliner will move at speed 3.

There are very many Combinations of Components to effect AIC Cargo Class Hulls profitability as your game develops and there is no one option that is hard and fast, it all depends on what you want to achieve at the time and towards the end.

- - - - -

Also to note: The Standard se4 Transport that we are all familiar with - will also serve as a Population Transport and will yield much greater speeds; However, this will also be at a price that again must be weighed for the actual priority of this need.

[ July 07, 2004, 09:11: Message edited by: JLS ]
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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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  #1479  
Old July 7th, 2004, 05:38 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:

To modify System Population growth; expediently, other then the basic means se4 offers thru Engineering etc.
~With AIC Medical Technology you may build System Hospitals and this will increase the Reproduction rate of that System. Off coarse there is also the Organic Race reproductive benefits as well.
- - - -

[
Hmm, I'm always slow to build up on my medical technicology. Right now, I have Bio Med II (?). I guess I'll have to research more medical now, if I want my population to grow. Thanks.
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  #1480  
Old July 7th, 2004, 07:23 PM

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

I am testing another persons mod and I got the Names mixed (that mod had the System Hospital)

I am happy that you have the Facility.
It has the 4 levels only.

= = = = = = = =
Reference

Name := Bio Med Facility
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 881
Roman Numeral := 0
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 3000
Cost Radioactives := 1000
Number of Tech Req := 3
Tech Area Req 1 := Human Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Medical Technology
Tech Level Req 2 := 1

Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 2
Ability 1 Descr := Populations in this system will reproduce 5% faster
Ability 2 Descr := Medical Research 50

Name := Bio Med Facility I
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 881
Roman Numeral := 1
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 4000
Cost Radioactives := 2000
Number of Tech Req := 3
Tech Area Req 1 := Human Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Medical Technology
Tech Level Req 2 := 2
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Descr := Cures level 1 plagues in this system.
Ability 2 Descr := Populations in this system will reproduce 6% faster
Ability 3 Descr := Medical Research 75

Name := Bio Med Facility II
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 881
Roman Numeral := 2
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 5000
Cost Radioactives := 3000
Number of Tech Req := 2
Tech Area Req 1 := Human Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Medical Technology
Tech Level Req 2 := 3
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Descr := Cures level 2 plagues in this system.
Ability 2 Descr := Populations in this system will reproduce 7% faster
Ability 3 Descr := Medical Research 100

Name := Bio Med Facility III
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 881
Roman Numeral := 3
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 4000
Number of Tech Req := 2
Tech Area Req 1 := Human Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Medical Technology
Tech Level Req 2 := 4
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Descr := Cures level 3 plagues in this system.
Ability 2 Descr := Populations in this system will reproduce 8% faster
Ability 3 Descr := Medical Research 100

[ July 08, 2004, 02:41: 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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