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May 17th, 2003, 07:50 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Thanks, Mottlee.
Yea, I remember, the server gave you a hard time downloading that friday.
Thank you for giving it another try
[ May 17, 2003, 18:51: Message edited by: JLS ]
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May 17th, 2003, 09:38 PM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
No Prob....
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Kill em all let God sort em out
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May 22nd, 2003, 02:51 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
JLS, what is next for AIC?
AI Campaign v2.91 has completed the se4 races and finalized No Warp games.
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May 23rd, 2003, 05:36 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Next, we need to increase the pace of AIC a little more.
This can be accomplished by increasing research on all Urban Centers; Communities, Cities etc. reducing the construction time for most Urban Centers
Tweaking the AI and balancing the opening game a little more in favor of the Human Player.
Finishing the house keeping and any typos still left.
[ May 23, 2003, 16:37: Message edited by: JLS ]
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May 24th, 2003, 03:42 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
NEXT for AIC.
The AI does play well with no bonus games and is a fun challenge in No Warp Games with a bonus set to low
However, the AI can be very tough with any even a low bonus, in all but No Warp games. Will you be able to tone the AI down when the AI receives a low or mid bonus in other games?
Although the AI does not handle strategic movement well, will you be adding a strategic fighter move module?
Does the AI in AI Campaign, handle games that are {started with only colonize your planet type} games?
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May 24th, 2003, 04:00 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Lord Vito:
NEXT for AIC.
The AI does play well with no bonus games and is a fun challenge in No Warp Games with a bonus set to low
However, the AI can be very tough with any even a low bonus, in all but No Warp games. Will you be able to tone the AI down when the AI receives a low or mid bonus in other games?
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It can be done by suppling a new set of AI files tuned to the no-bonus game. But they will handicap a "bonused" AI too much. Tweeking AI for a Propotion' type mod (AIC is the one) is not easy. You must live with the AI on steroids and consider it as an honorable challenge to your mankind
(Have you ever saw a movie with a good guy holding an advantage over the evil antogonist? )
[ May 24, 2003, 15:03: Message edited by: oleg ]
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May 24th, 2003, 07:19 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Have you ever saw a movie with a good guy holding an advantage over the evil antogonist? )
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Excellent point, Oleg
~~~
Oleg is correct, if the AI vehicle construction file was changed so that the AI would make less ships and bases initially, but this may lead to a deficiency of ships and bases late in the game and what if the AI must defend itself versus a determined Human Player or even intimadate another AI Player early in a game.
GLV, I also played an AIC No Warp game with the AI set for a Low Bonus and it was a very winnable, but a hard challenge
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The AI Bonus, was originally set up to be used, in reference with AIC, so that when we played LAN games the AI will be better balanced.
For Example.
No Multiplayer ~ Bonus set to NONE.
LAN with 2-3 Human Players and 4-6 AI Players ~ Bonus set to LOW.
LAN with 3 or more Human Players and a few AI Players ~ Bonus set to Med or High.
As it is now (v2.91) with no bonus, the AI plays the experienced player a really good game.
Nevertheless, this is of little help to the New AIC player with a little se4 experience and the AI from AIC can be overbearing.
I am testing ways now to increase AI Campaigns pace and increasing the speed of Human Player evolution.
Slowing even hampering the AI Players (early) evolution so the AI Players will have less potential in none bonus game. Thereby creating the same effect as the AI player plays now; but in LOW bonus starts. Reserving AI medium and high bonus for Multiplayer game balance.
This above, with the existing Human Player racial options One and Two should set a positive tone for all new Players to AIC.
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I am not sure if or when we should implement strategic move for fighters, it is simple enough to add to AIC.
However, I enjoy playing Proportions MOD in Multiplayer with friends and there is were Strategic Fighters, are at its best.
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The AI absolutely handles the [Colonize Home Planet Type only ] starting game settings very well, indeed. Perhaps to well, in AI Campaign.
[ May 24, 2003, 19:17: Message edited by: JLS ]
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May 30th, 2003, 07:30 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
=====================
AI CAMPAIGN v3.00 UPGRADE
=====================
Exponentially increases Game Play.
AI Bonus Levels, and Strategic Fighters added
Conceptual:
Tripled starting research totals for the Human Players.
NEW* Strategic Fighter Movement as a (free) trait option and can be removed for multiplayer.
Revised AIC Tactical Fighter Mod to incorporate Strategic Fighters (More equipment is now be added).
AI is now less over bearing in None and Low computer Bonus games.
AI sweeps fewer mines in None bonus games. (Human player Mine fields are more effective early)
Metropolis and higher urban centers complete with orbital repair.
Human Players Evolution Increased.
Slowed AI Players Opening game Evolution.
Slightly slowed AI Players Middle Game Evolution.
Increase to the AI Players Late game Evolution.
Vehicles:
New* Large Starliner (To increase games Colony expansions)
Ships image in Extras folder.
Facilities:
Increased research for most Urban Centers.
Decreased construction times for some Urban Centers and Research Facilities.
Easier to Build and upgrade Multiple Levels of deferent types of Urban Centers at the same Time.
New* Added Urban Center level.
New* Racial Cities.
Revised AIC Religious CC for multiplayer considerations.
Lowered Construction Cost for Space Ports.
Components:
Religious Talisman can be placed on a variety of vehicle types.
Resupply Pod fixed ~ QBrigid
NEW* SM 1 Create Small Sized Planet, for the Human Players.
Lowered some additional non-destructive Stellar Manipulations Components Costs.
Interface:
Reduced the remove Tech options list as not to inadvertantly break AI and for a neater look.
AI Files:
Slight Randomization of a few AI personalities.
Notes:
Increased the beginning sy construction rates slightly for new colonies.
Lowered Med Starliners Tech Requirement (enters Game earlier.To increase games Colony expansions)
Lowered research of Computer Techs to se4 default of 50k.
Reduced un-Mothball rate, so too break even is about one year.
Computer Bonus that is set for Default=NONE: AI plays very well.
Computer Bonus that is set for Low: AI is a challenge.
Computer Bonus that is set for Medium: AI is Very challenging.
High Computer Bonus. (Recommended For some Multi Human Player Games)
Tweaked most AI Files.
AI Campaign plays smooth and develops faster now in LAN multiplayer games, with AIC v3.00.
----------------
DOWNLOADS
Please download AI Campaign v3.00 Complete if you never received your copy.
~~~
AIC Version 3.00 Upgrade files only. (Size; only 215 kb)
Updates ALL AIC Versions .
v3.00 is a FULL upgrade. ( Will break existing AIC saved games)
~
~~~
~
[ May 30, 2003, 19:40: Message edited by: JLS ]
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May 31st, 2003, 12:46 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
I have been playing all night, how do I stop
How does AIC v3 play with a High Tech Cost start?
Is at the same pace as v2?
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May 31st, 2003, 06:01 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
QBrigid, I could be wrong but the research progression when playing a game with High Tech settings looks about the same as v2.xx. Are you still playing your games in No Warp?
I am still playing my old 2.91 Finite game, tonight I am going start a new regular game with 3.00.
[ May 31, 2003, 17:05: Message edited by: Grand Lord Vito ]
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