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  #191  
Old May 9th, 2003, 12:48 AM

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

Quote:
Originally posted by Grand Lord Vito:

I usually build a few towns then upgrade all the way to the New CCs late in the game to replace the early home world scraps.
When I replace the SY it is with the Temporal type. With this, you can replace the old original CCs faster.
Agreed, Temporal Yards can crank out the Urban Centers.
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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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  #192  
Old May 10th, 2003, 12:34 PM

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

JLS,

I am fifty turns into a really good game of my mod that I am playing around with and I switched all the computer players over to human control just to get an idea of how they are doing and I have noticed that your revised AI mod does include some races. For instance the Praetorians do not have any facilities on their planets. Now I assume that this can be explained by the fact that in their general.txt file they are not given the ai optional picks to select the ai regulated tech that you have created for your mod. I was just wondering what your intent was for these types of ignored races and was curious if you had documented this in your readme and I was just blind not to see it. The races that you have edited are kicking butt and are doing quite well. Thanks for a great mod and any feedback would be appreicated.
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  #193  
Old May 10th, 2003, 03:36 PM

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

Thank you. SunDevil

The reason that the Non AIC races are loosing of course, is that your added AI races are not programmed for the AI Balance Module. For example: Mine sweeping, Tactical Fighter designs etc.

They are also Primarily loosing because the Non-AIC design files are not loading: Plate armor, Planetary Weapons the right Sensors, Infantry or even transports; troop or other wise and many more components correctly. This is due to the way AIC ties most design functions of the AI from the AI Balance Module.

Same applies to facilities. Your non-AIC AI that you put in your game was not Programmed to take advantage of the Finite Economics Module in AI Campaign.
For Example: Specific race Culture Centers, towns, Cities etc.

Please note: This is no reflection to the un-modded race or races, that you may use.
That are absolutely fine in there MOD or Base group. All race AI must load from there Parent Mods files, so any other race will be at a disadvantage in AIC and Visa Versa.
---
There is a brief sentence in the AIC README that future upgrades will have the full complement of se4 races as well as some Races from other designers

We are currently working on the seven uncompleted se4 Races at this time.

edit 5-17-03:
AIC v2.91 all se4 races are completed...

[ May 17, 2003, 20:04: 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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  #194  
Old May 10th, 2003, 04:22 PM

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

Players Feed Back please.

In the next upgrade, do you think we should include Ship Repair Capabilities on the Human Players CC. This would be on average 6 or more Component repairs from your Home World at the start of the game.

Or is it best to leave Repair to the new Orbital Repair Base Station..

Play testing has shown it is not; to big of an advantage to the Human Player and I am leaning towards, giving the Repair Capability to the General Population Centers.

What do you-all think.

[ May 10, 2003, 15:34: 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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  #195  
Old May 10th, 2003, 07:07 PM

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

would you still leave the system maintenance facility or would that be removed? the system maintenance facility's ability to generate minerals in addition to its other 2 abilities makes it one of the first facilities i build, usually the 2nd or 3rd facility. on the homeworld i usually scrap the spacedock and replace it with the smf.

question on no warp games: about what turn should the ai begin building warppoint generating ships? i am on turn 112 and so far no other race has developed them. i have made the settings so i can compare all races and so far i am the only one that has more than 1 system. all of the other races outnumber me on ships, bases and units.

edit: john i am sending you modified tech area and facility files for midlevel tech starts.

[ May 10, 2003, 18:34: Message edited by: desdinova ]
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  #196  
Old May 10th, 2003, 08:28 PM

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

I agree with Destinova, I also really like the System Maintenance Facility. The Repair Ability on the Pop Centers will make AIC easier for the Human Player if this is what you are looking for. This is not a bad idea because the frontier repair yards will still be needed.

In my warp game, Destinova the Eee had his Second System before the 12th Year. The Terrans were the real expansionists, they showed the 2nd System around the 15th Year followed by another race every few years, or so.
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  #197  
Old May 10th, 2003, 09:15 PM

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

thanks. i will have to look at the other races then and see why they are not doing this in mine.

[ May 10, 2003, 20:32: Message edited by: desdinova ]
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  #198  
Old May 11th, 2003, 12:53 AM

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

Thanks, Desdinova.

I received your Files, they are great

The System Maintenance Facility will always be in

Orbital Repair Ability may be put on the General Population CCs only.
As a Temporal or Dual Race Player, for example; you will have the Bonus that you now get on your Temporal CCs, Plus (other if dual CC) plus an extra 6 Repairs at the HW from the General Pop CCs.

Where as a Non Racial Trait Player will get about 12 Repairs plus the Bonuses that are enjoyed from that Cultural Center, on that Home World.
~
This makes it easier for New Players that May Choose to reduce there Repair Percentage by Culture or Characteristic.
As well as some added bonus for the Non Racial Trait Human Players CC.
--------------------

AI WARP Schedule: AIC v2.90 Files.

Science Races. Early about 10 Years
Engineering Races. About 15 Years
Merchents Races. Under 20 Years
Aggressive Races. Around 20 Years

Above is not an absolute for many reasons.

Other AIs are rated by how Friendly they may be to a Human Player.
The more Violent the AI is; the latter they will warp. None before 25 Years.
In this way resulting in a more relaxed game for the Human Player.

Of course while you were researching Stellar Manipulation etc. that Violent AI is researching Weapons, Fighters and Ships.
So if you warp into a Violent Race's HS, he will be more then prepared

There (by your warp) goes your relaxed game
Right GLV

The Xenophobic Races will WARP very Late.

Also depending on the {AI Strategy State} after First Contact with a Human or another AI, that AI Player may not warp again until its; AI State readjusts.

[ May 13, 2003, 12:00: 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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  #199  
Old May 12th, 2003, 02:36 PM
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QBrigid QBrigid is offline
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Default Re: AI Campaign => For a Challenging AI opponent

JLS,

Almost finished with the Sallega Race designs, the ship designs are looking good.
JLS are you almost done with the AI for them. We cannot wait until they are in the game.
The v2.91 beta file you sent, was just Facility and some AI files when are you going to send Desdinova’s Medium Level Tech Start game enhancement file, it sounds great.

Prefer that we did have the Repair ability on the General Population Centers.
Thanks for adding the new abilities to the Psychic Population Centers.

So far, the No Warp game is smooth, with view all players on as you asked, most players have 2 or more Systems, and there are no other Races in my Galaxy Cluster.

[ May 13, 2003, 14:24: Message edited by: QBrigid ]
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  #200  
Old May 13th, 2003, 12:52 PM

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

Quote:
Originally posted by JLS:


Praetorian - GLV In testing
Sallega - QB In testing
Toltayan - GLV In testing
Fazrah - In testing.
Norak - In testing
Krill – Started
Jraenar - Started

Looks like all the Races, will be done this month.

Thanks, for the help with the Design Files and the ideas for their individual personality quirks on your new races, most of which can be done

I sent a copy of Desdinova’s Medium Level Tech start game ideas. Please give it a test drive, it has some neat ideas.

[ May 13, 2003, 12:04: 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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