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  #271  
Old June 9th, 2003, 12:32 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Bug???? V- 2.9 Phrong has had several fleet/ships go into and out of mine fields W/O going BOOM and there where no sweepers in the group
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  #272  
Old June 9th, 2003, 12:44 AM
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Default Re: AI Campaign => For a Challenging AI opponent

He,he,he !! AI has build in mine sweepers into ship hulls.

I tried to protect my system in the game I am writing about - BAD idea, Xi'Chung zipped through my puny minefield.
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  #273  
Old June 9th, 2003, 01:20 AM

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

FYI for new AIC players. Regarding Minefields

Excerpt from AIC MOD Info:
AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now , point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues to name a few and does not use our fun stuff like; star liners, low level Master Computers etc.
~~~

Yes, most AI Players will blow thru a 100 Minefield with a large fleet …. Just like, you would expect a capable Human Player opponent would.

Pre Light Cruisers age Fleeting for the AI:
50+ Scouts will blow thru a 100 Minefield
25+ Escorts
17+ Frigates
7+ Destroyers

About when the AI Player starts fleeting Light Cruisers especially Carriers, you can expect the AI to clear Minefields 100%, when fleeted with a CV and escorts vessels . Just like, you would expect a good Human Player opponent would.

That is not to say, the AI will not make mistakes or loose many a good ship; Scouting, or a few Capital ships returning to or from a yard or refuel base (as a Human player may)

===

Please keep this in mind; the higher the Computer Bonus the faster the AI will fleet Light Cruisers and Carriers. When this happens the less effective your minefields will become.

[ June 09, 2003, 12:52: Message edited by: JLS ]
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  #274  
Old June 9th, 2003, 01:32 AM

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

Quote:
Originally posted by oleg:
I tried to protect my system in the game I am writing about - BAD idea, Xi'Chung zipped through my puny minefield.
The Hive had Light Cruiser a long while ago (suspect from a Ruin) Therefore, I do not expect the hive to get to Cruisers any time soon.

I new you were in for fight for the game then, but not before I found out you where against the Xi'Chung Hive in the first place.

~

Playing against the Hive in AIC, may be like playing against the most Notorious Multiplayer Person you know

[ June 09, 2003, 01:13: Message edited by: JLS ]
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  #275  
Old June 9th, 2003, 02:01 AM

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

Quote:
Originally posted by mottlee:
Bug???? V- 2.9 Phrong has had several fleet/ships go into and out of mine fields W/O going BOOM and there where no sweepers in the group
Mottlee, this is not a bug. Please see below FYI post.

With AIC v3.00+, the AI develops Slower in Computer Bonus Games [NONE]...

With the Human evolution Rate is extremely faster in AIC v3.00+.

Please refer to the v3.00 Posted Release Info Below.

[ June 09, 2003, 01:18: Message edited by: JLS ]
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  #276  
Old June 9th, 2003, 02:53 AM

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

The probable final Version for AIC will be v4.00 for se4 v184…
I am still compiling the ReadMe File for AIC. Following will be some of the text.
-------------------------------------------------
STARTING YOUR FIRST FEW AIC v3.0+ GAMES

Neutrals for the most part are always good

After they become warm to you. Offer a trade of 50k of resources a Comm Link even your Colonizer Tech - any one; should trade for their Colonizer Tech

Neutrals also offer the Human Player large monthly dividends through Trade and Research Treaties. Refueling rights, not to mention somebody to pick when the time suits you

~
Small Quadrants with many AI. The AI will soon be crowded and all but the most Serine may decide for the expansion fight. You will end up on the AI hit list in this style game. (Not recomended fore new AIC Players)

~
For your first AIC v3.0+ game:
Play a Standard default Setup.
You may want a Medium or Large Default top Map at first.
With Low to Medium AI Player Count.
Low to Medium AI Difficulty selection.
Absolutly NONE in Computer BONUS.

In the Advanced Traits when you Edit your Race, you are Required to choose the *top HUMAN Trait* and then please take the FREE options of 1 and 2 as well as any other choices you may want.

Please, further take any or ALL the FREE MP Handicapping choices to help you build the Empire you are comfortable with. (All 3 MP) would be a bonus of 1000 Points to you - The AI does not mind, so don't you

For 3000 Points - AI Campaign has a lot to offer the Dual Racial Trait Human Player . Any Combination is very good. Please check out each of your Population Centers on your Home World, when your game starts

~~~~~
PLEASE NOTE: The ending AI Traits are reserved for the AI, and will break your game if you choose any inadvertently.
~~~~~

Start building a Scout or two, a few Base Ship Yards, Colonizers etc.
You will need many star liners.

If you find you are neighbors with an Aggressive race, be prepared

Important starting researches are, Ship Construction 2 and 3.
Military Science for Point Defence.
Construction so the Colonies will build with further designs.
Propulsion 2 is good for the Scouts to install efficient engines.
Ship Yard Techs for faster build rates if you are not Temporal Race.

Any research path is fine, above are just a few absolutely needed base line Techs, in AIC.

In regards to the Best overall Race Package in AIC, the choice may arguably be the Crystallurgy Racial Trait then the Temporal Race.

If you like Intel Projects, the Psychic Racial Trait may be for you.

Organics as expected, will give you a fine war footing. Also, there are abondent organic resource in AIC for the even the most rapacious of the Organic Species

You may also find that the AI in AIC to be very interactive
=================================================
Suggested AI Computer Bonus Levels in AIC:

None: All first time Players. MP Handicap per your se4 Experience.

Low: With good AIC Economics and you start beating the AI Regularly. Also opens more options for the AI in No Warp Games. Remember to reset your MP Handicapping, the AI is tougher.

Medium: Very Competitive in No Warp Games in other games the AI is Extremely Tough with this setting. Good for most Multiplayer LAN or PBEM Games, with many Human Players.

High: Only a few Multiplayer games may require this setting.

The AI curb does and will increase, as the game Years tick by.
Each Bonus Level also will increase this AI Curb.

(The during game AI Curb advance is different then the In Game Bonus, and is fully Programable in AIC. To start and to End. Even to reverse itself for Finite)

=================================================

The best way to start with Centurion rich Systems is to generate one to your liking from the in game Quadrant menu with the Centurion Ruins map (AIC v3.01+). You may generate one to a few hundred Systems from this map… In addition, it is great for a one on one game as well.

I recommend you set the AI player count, relative to the Systems that you generate, for a balanced game, the less AI the better; for you that is. It may be best to keep the AI players down (1 per 8-12 Systems), and not to play with any AI bonus in this style game of AIC.

Remember, the AI likes those artifacts too.

[ June 09, 2003, 12:00: Message edited by: JLS ]
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  #277  
Old June 9th, 2003, 03:04 AM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS: Ha! Now I find out (no bonus )! Just had my emperor's head handed to me by an organic race..
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  #278  
Old June 9th, 2003, 03:11 AM

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

I bet it was, - Xi'Chung Hive ;~pathfinder

[ June 09, 2003, 02:15: Message edited by: JLS ]
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  #279  
Old June 9th, 2003, 05:18 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Uri'Kal?? actually. I would have recognized those bLasted bugs
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  #280  
Old June 9th, 2003, 04:43 PM

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

We have just Started a LAN MultiPlayer game with one Other Human Player.
Beta testing AIC v3.02.
To include AI Planet Utilazation Revisions, Centurion Systems and Psychic Intel Projects v2.

Most game events will not be Posted this more in the way of the Speed a LAN game may proceed playing AIC.
------------------------
No Warp Style Game, view all players off with a 12 full Cluster Default Large Galaxies Map, with AI Players Count High, Default Medium Difficulty for AI players Selected and AI Bonus set to Low.

I am a Science - Crystalline - Hydro - Gas Giant Race. Game is Played on a Intel 500 mghz XP Gateway Computer (HOST) No options or MP Handycap. No Strategic Fighters

Other Human Player is Science - Temporal - Carbo – GAS GIANT on a 1gig 2000XP Dell. No options or MP Handycap. ? 500 cost Strategic Fighters.
--

2000 Point.
No Warp Style Game, view all players off with a 12 full Cluster Default Large Galaxies Map, with AI Players Count High, Default Medium Difficulty for AI players Selected and AI Bonus set to Low.

The Random AI Player Yeild was 9 AI major Players and 5 Nuetrals thru out Quad.

Games First turn Starts 10:30 EST. June, 9-03
1rst Yr-11:04 est. 10turn, expended 1/2 Hour including setup and posting. Started in 11th Place.

2nd Yr-11:14 est. I have a Poor Starting System – Built and about two Colonize 2 Gas non Breathable Worlds… No Ships or Base Yet. 16th Place.

3rd Year-11:41 est: All 3 Gas Non Breathable Colonized, (5) Star Liners avg 2 per Colony. Scraped HW space Dock and port for a Settlement and the Crystalline (RAD) Improvement Plant will be completed in a few Months. This is a Plant will be a prep for future trade income. Colonies built mostly Research Expeditions until Resources are needed. Crys Restructuring Plant and Energy Lens Built on Scrub Colony. 16th (Last) Place.

4th Year-12:08: HW Starts BSY II construction of 2 Underway. Colonies; once Research Expiditions are Finished build Cry II Torp Sats for the Future Warp Holes Defense… 1 BSY (Missile II Sats), no War Ships 16th Place

5th Year-12:49 est: 50 Turns in 2hrs 20min...includes Pizza Break.
HW Scrap Settlement builds Research Computer- Freighter Built (SL HULL) to transport Sats built at Colonies to the HW (auto repeat w HW +3 Cols). 2 BSY II making Missile II Sats. Starting Frigate and Escort Construction. all level 2+ components. Small TAC Fighter 1, with lvl 2 Turret Research in a few months. Ship Traing II Built on scrub. 16th Place.

Year 8.3-14:34est: Warp Opener, opens first warp

10th Yr-15:40 100 turns in 5Hrs 10min in 2 Player LAN

[ June 09, 2003, 20:42: 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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