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  #351  
Old June 20th, 2003, 04:21 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Most AIs (may be even all) dont' have either "conditions change" or "atmosphere change" entries for mining colonies in Construction_Facilities files. That means they won't benefit from the new facility ! Other types of colonies have such an entry. Is is a bug or by design ?
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  #352  
Old June 20th, 2003, 06:29 PM

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

Oleg,

"The AI now starts with the ability to build a Planet Engineering type Facility" (True)

" The Engineering Culture to a greater degree then the Science Culture AI Players will exploit Planet Utilization sooner then all other AI Races ~Compromise" (True)

"Only Engineering Races will build Conditions Change and Atmosphere Converters on the Resource Extraction Colonies" (True)

This is by design; the Engineering Races have the advantage, here.

A compromise was made to prevent all AI Race Cultures from basically being a clone of the other. To be perceived by the Human Player opponent. That the introduction of the engineering AI Players in that game, will be a diverse Culture with a winnable AI directive in Planet Utilization.

But to deprived the other AI Races, the chance for increased Science, Construction Yard, Military, Intel and an Increased Colonial World would be too much of an advantage for the Engineering Race to have.
So yes, in the above 5 very important, non-Extraction Colonies, ALL AI Player RACES and somewhat the neutral Zyanaras, may build Atmosphere Converters and Conditions Change

~~~
However, as I stated, this was tested Last winter for AIC and it was determined to be an advantage that the Human Player may find difficult to overcome. Now, that the AI has been toned down for None and Low Bonus games, this now may become a good fit, for the AI in AIC.

[ June 20, 2003, 19:44: Message edited by: JLS ]
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  #353  
Old June 20th, 2003, 09:43 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I see. But my impression has always been been you want to anthroporise(sp ???) AI as much as possible. Certainly, given enough time and resources, humans will Atm.Convert every single moon in sight. AI should be able to do the same. Thus, my idea about such facility is to reserverve the planetary space for further upgrade. I like (very much like !) your idea to give more personality to AI. However, I believe it can be better done by tweaking AI_research files, moving planetary utilization up or down, then rendering some AI planets completely "unconvertable". Exclusion of certain AI planet types from "convertable" type would surely lead to this !

[ June 20, 2003, 20:45: Message edited by: oleg ]
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  #354  
Old June 20th, 2003, 10:36 PM

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

Greek word (Anthropo~) the philosophy of humanity.

I understand your point.

We must agree, that all the AI now have an additional advantage then they had in the Past.

Agreed, the Research files are currently set to the different AI races with Planet Utilization at various levels, already, to reflect this diversity, now in AIC.

However, in the end if all the Races had Atmospheric ConVersion on the Resource Extraction Colonies, then the results would be Identical in total, for all races, and how is this "Human Like" , if all follow the same path.

Non-aggressive Paths:
As High-level Stellar Manipulations is to the AI Science Races.

As High-level Resource Scanners is to the AI Worker Race.

As High-level cargo and/or Resupply is to the AI Merchant Race.

Atmospheric ConVersion exclusive on Resource Extraction could be for the AI Engineering race.

What is desired is that the end product would be a diverse Play Style, for each AI Player in AI Campaign.

For example, the Fazrah have Bio Weapons, this has NO effect on the other AI Players at all, and places the Fazrah at a distinct disadvantage versus the other AI Players.
This does however have a serious impact on the Human Players decision-making, if confronted by this Bio Weapon threat

Yet, if all AI players had Bio Weapons, then sure there would be a balance amongst the individual AI, but no diversity; in the perspicacity of the Human Players.

Please, give it a test run, as is, and let me know what you think, at turn 500 plus

If the Serine-Engineers of the Toltayan and Praetorian races are present in your game, you will be able to follow there progression as compared to other races.

And we can always tweak for the next Version

[ June 20, 2003, 22:43: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #355  
Old June 21st, 2003, 02:35 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:


What is desired is that the end product would be a diverse Play Style, for each AI Player in AI Campaign.

For example, the Fazrah have Bio Weapons, this has NO effect on the other AI Players at all, and places the Fazrah at a distinct disadvantage versus the other AI Players.
This does however have a serious impact on the Human Players decision-making, if confronted by this Bio Weapon threat

Yet, if all AI players had Bio Weapons, then sure there would be a balance amongst the individual AI, but no diversity; in the perspicacity of the Human Players.

Please, give it a test run, as is, and let me know what you think, at turn 500 plus

If the Serine-Engineers of the Toltayan and Praetorian races are present in your game, you will be able to follow there progression as compared to other races.

And we can always tweak for the next Version

This is so true about the Fazrah. This race annihilated my best planet, with a Bio Weapon. From now on, I take the Race description and history more serious.

I like the fact that the each AI has an individual personality in AI Campaign, and this is just one of AIC’s best features
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  #356  
Old June 21st, 2003, 02:51 PM
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Default Re: AI Campaign => For a Challenging AI opponent

How fast AI research colonization techs ? Low bonus, all points connected game. I ask it because I faced an interesting situation in my Last game. I play Gas Giants. 4 system away there is a nice system with 3 breathable gas giants (methane). The game turn is 60. Colony Ship will take 22 turns to reach it. There is no resupply points en route and the path goes through two systems with Xi'Chung fleets. We are at war.
Obviously, I must assemble powerfull convoy to get colony ships through. But I am afraid Xi'Chung can research gas colonization and claim planets before me ! In any case, it will be a colossal expedition. I never attempted anything like this before
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  #357  
Old June 21st, 2003, 03:32 PM

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

Good topic to discuss, Oleg

Technically, the XiChung does not research Gas Giant Colonization accept if you are Playing a No Warp Game or the XiChung is currently disconnected in your game, I assume both are not the case.

It is also probable the XiChung was awarded Gas Giant Colonization thru an Anciant Ruin; in your current "game turn 60" game

=========

Please Note ... in AIC, the AI has the Ability to acquire other type Colonization with out research, as Human Players do, thru Trade offer.

As many Players should agree, as a Human Player. Receiving a Colonizer Tech from most, if not ANY AI Players is so, too simple. Agreed?

Since AIC’s initial release, I have had the AI Player programmed in AI Campaign, also to receive their Colonizer techs as well, in an ambiguous (TRADED) fashion. With AIC the AI Player will receive a free Colonizer tech and all at a point of time in your standard warp game, for each specific planet type Race.

For example:
The Gas Races will receive 2nd ability to colonize a Rock Type Planets, in about the first 25-30% of their evolution.

The Ice Races will receive 2nd ability to colonize a Rock Type Planets, in about the first 30-40% of their evolution.

The Rock Race will receive 2nd ability to colonize Ice Type Planets, in about the first 40 to 45% of their evolution.

All Races will have the 3rd and Final Colonizer type about 50 to 65 % of their evolution process.

Please note: The more AI Bonus you give, the faster the AI will evolve
In a No Warp game, most AI have to research at least one Colonizer Type , this may change to (ALL) in No Warp games in the final AIC release



[ June 21, 2003, 14:52: 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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  #358  
Old June 21st, 2003, 04:43 PM

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

Hmmm, let us take a look at the Component.txt files and compare.

AI Campaign was released in February 2003. And the Component.txt File programming that you described JLS, as you can see is basically IDENTICAL to the same tie in Programming, you JLS designed for AIC, that is used, and is the backbone of the Colonization – Primitive Natives by Colony Tech Mod created by EKolis and his release date of April 23, 2003 and used in various MODs like Adamant and the MOD General Woundwort is hammering out right now

I am surprised EKolis or Fryon has made no Honorable Mention of you, JLS, since this is your programming

Sweet update, JLS. I started a game the other day with AI having a Low Bonus, and I am having the time of my live… Thanks
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  #359  
Old June 21st, 2003, 04:57 PM

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

The programming used by EKolis is extremely similar to AIC in most aspects of the RacialTrait, Tech Area, and Component File, and yes, it may or may not have, inspired him to adapt the programming to the Colony Mod.

I don’t see a problem here? GLV.
Except for the one, you are about to create

EDIT:
I also would like to say, that the Colony Mod is a good tool to balance some MODS, and certainly is a fine contribution to se4 gaming

In regards to AIC Specific Programming Concepts, emulation is the best form of flattery
A fine example of this, is the emulation of PvKs Proportions as the se4 vehicle, for the concepts and abilities I have programmed into AI Campaign for the AI and Human Players over the past year. In addition, I have thanked PvK on many occasions for his help in this process and thru the Data Files them self

Actually, AIC has grown, thanks to the input and suggestions of all and they are mentioned in the History file, you being one of many GLV

=

Glad to here you are enjoying the update
from time to time, let me know how your game is doing.

[ June 21, 2003, 16:40: 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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  #360  
Old June 21st, 2003, 05:57 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Hmmm, I can see AIC' AI has been deliberately toned down in one aspect or another. I was thinking about making my own AI (whink, whink... ) But I am afraid if I use the whole AIC potential, it would be way too strong. So, what are the house rules I should follow making a new AI ?
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