.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #301  
Old June 11th, 2003, 12:06 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default 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
Reply With Quote
  #302  
Old June 11th, 2003, 03:08 PM
General Woundwort's Avatar

General Woundwort General Woundwort is offline
Lieutenant Colonel
 
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
General Woundwort is on a distinguished road
Default 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?
Reply With Quote
  #303  
Old June 11th, 2003, 03:13 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by General Woundwort:
TELEKINETICS and TELEPATHS
Whadyathink?
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 ]
__________________
>~~~~~~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 ~~~
Reply With Quote
  #304  
Old June 11th, 2003, 03:21 PM
QBrigid's Avatar

QBrigid QBrigid is offline
Corporal
 
Join Date: Feb 2003
Location: Pennsylvania
Posts: 181
Thanks: 0
Thanked 0 Times in 0 Posts
QBrigid is on a distinguished road
Default 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
JLS, how long have you been working on AIC?

[ June 11, 2003, 14:35: Message edited by: QBrigid ]
Reply With Quote
  #305  
Old June 11th, 2003, 03:26 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default 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 ]
__________________
&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 ~~~
Reply With Quote
  #306  
Old June 11th, 2003, 03:43 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default 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?
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 ]
__________________
&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 ~~~
Reply With Quote
  #307  
Old June 11th, 2003, 06:46 PM

SunDevil SunDevil is offline
Sergeant
 
Join Date: Dec 2000
Location: Mesa, AZ
Posts: 250
Thanks: 0
Thanked 0 Times in 0 Posts
SunDevil is on a distinguished road
Default 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.
Reply With Quote
  #308  
Old June 11th, 2003, 07:07 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default 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 ]
__________________
&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 ~~~
Reply With Quote
  #309  
Old June 11th, 2003, 07:50 PM
General Woundwort's Avatar

General Woundwort General Woundwort is offline
Lieutenant Colonel
 
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
General Woundwort is on a distinguished road
Default 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.
(Shrug) just a thought.

[ June 11, 2003, 18:51: Message edited by: General Woundwort ]
Reply With Quote
  #310  
Old June 11th, 2003, 07:58 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default 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 ]
__________________
&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 ~~~
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:20 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.