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June 24th, 2003, 03:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: AI Campaign => For a Challenging AI opponent
Take 2 racial technology traits, such as Organic + Crystalline.
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June 24th, 2003, 03:48 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
Obviously... care to enlighten him?
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There are entries in systemnames.txt file like JLS, Oleg, PvK, SunDevil, Fyron...
The trick is to restart till you have your own system. Actually, your name is misspeled there - JLS thinks you are Fryon
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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 24th, 2003, 03:52 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
quote: Or, use simultaneous turns, SE has a trouble loading heavy population units (like in AIC and Proportions) onto population transports in Classic Turns games.
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Huh? I have never noticed a problem with that. Are you talking about the AIs, or what? Yes, AIC and proportions AI population transports and colony ships get stucked with "cant load population" error Messages. It hapens only with classic turns.
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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 24th, 2003, 05:20 PM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
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Re: AI Campaign => For a Challenging AI opponent
sorry i have been out of touch for a while but i have fallen into an anti-gaming mood here lately and been going out and doing things with some friends. i have tried to keep up with this forum while on my breaks at work but they have become annoyingly strict regarding this.
anyhow regarding the unable to load population message, the only time i got that was if there were a planet with moons that had both/all been colonized. it would try to load population from all colonies in that sector.
[ June 24, 2003, 16:21: Message edited by: Desdinova ]
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The vastness of space and time, and I end up here?
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June 24th, 2003, 07:24 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
quote: Originally posted by Imperator Fyron:
Obviously... care to enlighten him?
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There are entries in systemnames.txt file like JLS, Oleg, PvK, SunDevil, Fyron...
The trick is to restart till you have your own system. Actually, your name is misspeled there - JLS thinks you are Fryon I see...
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June 25th, 2003, 07:53 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: AI Campaign => For a Challenging AI opponent
Back to fighters weapons - what was the idea behind removing small meson bLasters and small graviton beams ??
They fit rather well with Proportions' fighter weapons. And could easily modified according to the AIC fighter concept ...
__________________
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 25th, 2003, 08:52 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Good point, Oleg.
As you can see, the Non Racial Trait Player, that Plays AIC; already has more choices then the then a Race Trait players.
For example: With; DUC, Proton, Phased, Rockets and Anti-Mater Torps.
Giving the Non Racial Trait Player, what you suggest, would upset the balance.
[ June 26, 2003, 13:06: Message edited by: JLS ]
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June 25th, 2003, 09:25 PM
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Lieutenant Colonel
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Join Date: Feb 2003
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Re: AI Campaign => For a Challenging AI opponent
AIC players, thank you for your input.
The Planet Atmosphere Change for the most races, is working out just fine.
However, the 2 Engineering Cultures is kicking in, a little to soon, with primarily their, Research and Intel Colonies.
V3.03 will reflect a better Planet Atmosphere Change balance.
[ June 25, 2003, 23:19: Message edited by: JLS ]
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June 26th, 2003, 02:29 AM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
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Re: AI Campaign => For a Challenging AI opponent
JLS,
Based on your experience what is suppose to be the average in the number of planets the ai should have colonized by turn 267.
And you might also want to look into why the ai without having researched gas or ice colony tech, because both techs are active and are at level 0 on the tech menu, have their own ship designs of ice and gas colony ships. Now this wouldn't be that big of a deal to me, but when the ai only has three rock colony ships orbiting around the homeworld and no ice or gas colony ships and there are green star gas and ice planets within their home system and by turn 267 they only have 13 total planets colonized it might be something to look into.
SunDevil
P.S. For anyone who wants to reply to this post, yes I have made changes to this mod, but I have left the whole ai and pictures folder intact, in other words, the ai strategies and specific ai construction of planet facilities and ships are left at AIC stock.
[ June 26, 2003, 06:15: Message edited by: SunDevil ]
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June 26th, 2003, 11:51 PM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
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Re: AI Campaign => For a Challenging AI opponent
JLS,
My game is medium bonus, sorry for not saying that in the earlier post. In regards to the ai races having colony ships, this is the situation. This is a large map game most ai races have six to seven systems in their control. Most races haven't meet each other yet, so the possibility of trading techs is unlikely. What I meant to say was that all the ai races have all three types of colony ship designs available to build, but when I check the research display for a particular race they are still at level zero in gas and ice colony technology, which means they haven't yet researched that colony technology. I haven't checked the data files to see what are the requirements to gain access to build other colony ships for other planet types, I just thought I would let you know.
In regards to making changes to your mod, yes I have screwed up a couple of times by making mistakes in thinking that it was the AIC mod at first but later on proved it was my doing, but the reason why I brought this up was because for the most part I have left the ai races and their files witin the pictures folder alone, and I just wanted to know what was on the average in terms of the number planets that the ai should have in a medium bonus game.
SunDevil
P.S. Do you know what the ai difficulty setting is suppose to affect? So if I chose a high ai difficulty game with a high bonus game what would the ai in terms of advantages be set at.
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