|
|
|
|
|
March 5th, 2003, 09:19 AM
|
Sergeant
|
|
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.
[ March 05, 2003, 07:20: Message edited by: desdinova ]
__________________
The vastness of space and time, and I end up here?
|
March 5th, 2003, 10:31 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.
|
That should not have happened. I think maybe you merged something wrong, as constructed worlds are not supposed to appear on random maps. Did you copy the Small Gravity Plating and such over from FQM Deluxe? Did you copy the constructed IDs correctly for the medium RWs?
|
March 5th, 2003, 11:03 AM
|
Sergeant
|
|
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
i copied over the following files: planet size, quadrant types, secttype, systemtype and stellar ability types
edit: so what did i not copy over?
atually i am not concerned, i think of this game as if it took place after the fall of civilization. unfortunately one of the other races beat me to one of the other ringworlds.
[ March 05, 2003, 09:06: Message edited by: desdinova ]
__________________
The vastness of space and time, and I end up here?
|
March 5th, 2003, 11:07 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
As I said, you need the Small Gravity Plating and such components that are added in FQM Deluxe to build the Small and Medium Ringworlds.
|
March 5th, 2003, 11:12 AM
|
Sergeant
|
|
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
thanks, i will do that after this game. reminds me of the stng episode with scotty where they find the dyson sphere. i wonder what other surprises the ancients have left in this map?
__________________
The vastness of space and time, and I end up here?
|
March 5th, 2003, 09:36 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
combined fqmdeluxe with this...setup game with 3 homeworlds...one of my new worlds is a medium ringworld...talk about a major advantage...2 systems over are 2 more ringworlds.
|
FQM is a great mod , however with that said, most DATA files are not combatable for AI Campaign Mod. If you used FQM Data files (as is) in any Non based se4 mod you may have compatibilities issues.
I would be interested in how your game turns out, desdinova
For some examples with the below Data files:
RacialTraits: No AI Choices, the game would error from Race general file.
Tech Area: Game would error here as well from Race research calls.
Components: the AI and human players would be unable to gain there specific design calls.
Vehicles file: needed for AI balance mod portion of game, mine sweeping, late game balance. Also required to be unchanged for design calls.
Facility file: is required for Race construction calls.
Most Default_AI_Files same as above applies.
CompEnhancement: some AI balancing
Events: some redundant changes
IntelProjects: some changes
PlanetSize: Required for balance on some race issues.
RepairPriorities: Identical
Settings: Preference but with some required Specific related entry’s.
With StellarAbilityTypes, SystemTypes and QuadrantTypes files in AI Campaign are designed and balanced for Finite play and to help keep the AI ahead of the resource degradation curb in SE4. AI Campaign does not utilize the vast amount of asteroids and moons as FQM does due to the AI’s inabilities to Robo mine asteroids in se4 and the added moons would only encourage the AI to land on more tiny planets not that that is a bad thing; in itself. Their is a balanced amount of Asteroids and moons in AIC currently that will help the Human Player and utilize Robo and Sat mining and hopefully not tip the scales to much in favor of the Human Player versus the Computer opponent.
Now, with that stated
I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign.
[ March 05, 2003, 19:37: Message edited by: JLS ]
|
March 5th, 2003, 10:11 PM
|
|
Corporal
|
|
Join Date: Mar 2003
Posts: 61
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Now this is what I would like to see When I got interested in SE4 these are the two mods that I found the most appealing. If I could get the best of both worlds ...
|
March 5th, 2003, 10:48 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
|
March 6th, 2003, 05:09 AM
|
Private
|
|
Join Date: Mar 2003
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
... is the AIC mod meant to be stand-alone or used with the Proportions mod?
|
March 6th, 2003, 05:30 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
AI Campaign is a stand-alone model.
This introduces abilities for the AI player and Human Player with the Mods described below…
Created specifically for a more challenging AI. 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.
Finite modifications: helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign, and Introduces Imperial Trade, trade center Facility and Asteroid Resource Domes.
Tactical Fighter modifications: Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.
[ March 06, 2003, 03:45: Message edited by: JLS ]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|