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June 11th, 2003, 12:06 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: AI Campaign => For a Challenging AI opponent
Sun Devil, AI does not need Space Yard Tech at all !
Take a look at "AI Space Yard":
---------------------------------------------------------------
Name := Space Yard Facility I
Description := Large indusrial Facility for this planet which allows the construction of ships and assists infustucture.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 7000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Tech Area Req 2 := Ship Construction
Tech Level Req 2 := 1
Number of Abilities := 6
Ability 1 Type := Space Yard
Ability 1 Descr :=
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1500
Ability 2 Type := Space Yard
Ability 2 Descr :=
Ability 2 Val 1 := 2
Ability 2 Val 2 := 1500
Ability 3 Type := Space Yard
Ability 3 Descr :=
Ability 3 Val 1 := 3
Ability 3 Val 2 := 1500
Ability 4 Type := Component Repair
Ability 4 Descr :=
Ability 4 Val 1 := 10
Ability 4 Val 2 := 0
Ability 5 Type := Palace
Ability 5 Descr :=
Ability 5 Val 1 := 1
Ability 5 Val 2 := 0
Ability 6 Type := Supply Generation
Ability 6 Descr := Can generate unlimited supplies each turn for ships.
Ability 6 Val 1 := 0
Ability 6 Val 2 := 0
-------------------------------------------
See, there is NO requirement for Space Yards ! Just Ship Construction.
I don't know what is going on with your game. Is it possible AI have not been set up with
"AI balance tech" ?
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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June 11th, 2003, 03:08 PM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
Posts: 1,311
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Re: AI Campaign => For a Challenging AI opponent
Just looking over your new toys in this mod, and I was struck with an idea (and boy, did it hurt ), either for this mod or another one...
Perhaps the psychic abilities could be split into two separate braches, both available for purchase with racial points (maybe 1000 or so)...
TELEKINETICS - would have most of the "psychic weapons" as currently developed, plus some new ones like Psychic Shielding & the like.
TELEPATHS - would have the evil icky Allegence Converter, your Psychic Intel projects and facilites, and some other sundries.
Whadyathink?
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June 11th, 2003, 03:13 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by General Woundwort:
TELEKINETICS and TELEPATHS
Whadyathink?
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Sounds like a real neat idea, for your new mod, that seems to be moving along very quickly. Way to go, General Woundwort
[ June 11, 2003, 16:57: Message edited by: JLS ]
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June 11th, 2003, 03:21 PM
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Corporal
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Join Date: Feb 2003
Location: Pennsylvania
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by General Woundwort:
Just looking over your new toys in this mod, and I was struck with an idea
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JLS, how long have you been working on AIC?
[ June 11, 2003, 14:35: Message edited by: QBrigid ]
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June 11th, 2003, 03:26 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Over ONE YEAR, in about 6 stages
In earnest, almost non-stop since my Thanks Giving Vacation 2002.
There is a lot of labor in AIC and it has been a challenge and a lot of fun to do
[ June 11, 2003, 14:29: Message edited by: JLS ]
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June 11th, 2003, 03:43 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by General Woundwort:
Just looking over your new toys in this mod, and I was struck with an idea ~ another one...
your Psychic Intel projects and facilites, and some other sundries.
Whadyathink?
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That is a lot of things to take, I prefer if most would wait before they Emulate from AI Campaign or its AI Balance Module that gives Abilities to the AI or The Tactical Fighter and Finite Module; for thier MODS.
EDIT: Would perfer they would assist in the final weeks of AIC (v4.00. July, 2003
After that, I plan on a new project with a Totaly different Game.
Continued commitments, with AI design assistance with other se4 Mods with friends here, and I will always plan to have support for AIC.
[ June 11, 2003, 16:56: Message edited by: JLS ]
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June 11th, 2003, 06:46 PM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
Posts: 250
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Re: AI Campaign => For a Challenging AI opponent
JLS,
I figured out the problem. Like I said in the past, I made my own mod based on your mod. So everytime you come out with an update I just change the things you have mentioned in the new Version post. Somewhere along the line I must of changed ai space yards not rely on ship construction and make it the same as the player's requirements. With six seperate mods integrated and this being the first issue after three months I think is pretty good. Sorry if I came off like an a-hole I was just pissed off about losing a 400 turn game. I do have an idea of how hard it is to test this game because of the thirty something files involved not including the ai races, everytime you come out with an update, I literally have to go through all the data files to make sure I get your new changes and don't overwrite one of my revisions. Thanks again for the feedback and the great mod, and thanks for everyone pointing out that I am blind and didn't see the spaceyards for the ai rely on ship construction.
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June 11th, 2003, 07:07 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Not a Problem, at all SunDevil
You are and have been one of the largest contributors to AI Campaign.
If you take a Look at the System Names file in your AIC Data folder, you may be in for a surprise.
It is not every Body that has a Solar System named after him, SUNDEV
Again, if you feel that something is not right, or could be better, POST as you have. We need this, look at the result, Many took a look at the files and as a result I have had about 12 emails with ideas and with several Posts here
Thanks again, for your help with the new Psychic Intel and the Political Files for the Xiati in AIC. We look forward for more.
[ June 11, 2003, 18:37: Message edited by: JLS ]
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June 11th, 2003, 07:50 PM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
Posts: 1,311
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
That is a lot of things to take, I prefer if most would wait before they Emulate from AI Campaign or its AI Balance Module that gives Abilities to the AI or The Tactical Fighter and Finite Module; for thier MODS.
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(Shrug) just a thought.
[ June 11, 2003, 18:51: Message edited by: General Woundwort ]
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June 11th, 2003, 07:58 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
I would really like to help out with yours next month and we can put something together for your AI from AIC, sound like a Plan?
This way, we all can test and get a feel for your facilities, components and Human Player stuff, for your Mod, General Woundwort and you will have a sooner release date
[ June 11, 2003, 19:54: Message edited by: JLS ]
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