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June 28th, 2003, 07:53 PM
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Corporal
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Join Date: May 2003
Location: SF Bay Area, CA
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
You don't think the repeated numbers are a problem? There are two Entry 10s, 11s, 12s, and 13s. They look problematic to me...
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Yeah, the infrastructure queues definitely need a quick run through renumber.exe. I highly recommend that program if you guys are not using it already.
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June 28th, 2003, 10:43 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
Thanks for the input for Infrastructure recycled entries, but it been like this for almost a year and has worked fine for the AI in AIC, but I can see where it will make you wonder
Fyron, thanks for answering the question in regards to AI difficulty.
[ June 28, 2003, 22:00: Message edited by: JLS ]
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June 28th, 2003, 11:11 PM
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Private
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Join Date: Jun 2003
Location: Backwoods
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Re: AI Campaign => For a Challenging AI opponent
Hey, first post here in the forums, just thought I'd say I'm really enjoying AIC.
Macjimmy
__________________
Arkansas... Where men are real men and sheep are real scared.
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June 29th, 2003, 01:59 AM
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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
[quote]Originally posted by Master Belisarius:
Quote:
Originally posted by JLS:
[qb] Simply seemed to me like the "colony bug" thing that I saw many times.
Finally, want to say that "Colony Bug" ship have nothing to be with an special MOD, it's a hardcoded behavior... although can be avoided in part using different lines for Gas, Ice and Rock colonizers into the contruction_vehicles.txt
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Agreed MB.
AIC does have combined and different lines for Gas, Ice and Rock colonizers into the contruction_vehicles.txt lines
Basically, as per your teachings, MB; a few months ago
If I am coming across chaff in my Posts. It is because of this flu and meds, I need to return to work, I am climbing the walls
[ June 28, 2003, 13:06: Message edited by: JLS ]
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June 29th, 2003, 04:37 AM
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Corporal
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Join Date: May 2003
Location: SF Bay Area, CA
Posts: 145
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
Thanks for the input for Infrastructure recycled entries, but it been like this for almost a year and has worked fine for the AI in AIC, but I can see where it will make you wonder.
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I was just putting in a plug for renumber.exe. It can be downloaded here. I have been amazed at how much time and effort it saves. I used to cringe at having to move entries around in ship design and construction. Now, Ctrl-C twice and Ctrl-V twice and it has done all the work of renumbering for me.
P.S. Please check your private mail JLS.
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June 29th, 2003, 05:32 AM
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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
I play Organic+Religious race. It gives me Macrobiotic City and Spiritual City. I like Macrobiotic more - it gives more research. But upgrades go settlement -> town -> spir.city
Any way to change it ?
__________________
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 29th, 2003, 06:04 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: AI Campaign => For a Challenging AI opponent
In a high-tech start the initial facilities on my homeworld are significantly less than ideal. Is this fixable?
Also, with "show only latest" in high-tech, some facilites and components show an obsolete Version next to the newer one (Psychic Intel Center III comes to mind as a specific example). I suppose some of these may be intensional with the facilities to avoid abuse of upgrading, but for the components I imagine this is a minor bug.
Also, I've noticed that maintainence seems higher in AIC. What is the base maint. cost, and how low can you get it by stacking racial + cultural + component + system-wide facility modifiers? Is there a min. maint cost like in stock SE4, or can you get it to zero?
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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June 29th, 2003, 04:12 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
Quote:
Originally posted by cybersol:
quote: Originally posted by JLS:
Thanks for the input for Infrastructure recycled entries, but it been like this for almost a year and has worked fine for the AI in AIC, but I can see where it will make you wonder.
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I was just putting in a plug for renumber.exe.
P.S. Please check your private mail JLS. Cybersol, thank you for posting this program and you may have meant well... .
However, it advised that AIC Players not to alter any files, Data or otherwise, at least until they have experienced the game as the Author intended.
Cybersol, there is no new PMs from your self in my box.
[ June 29, 2003, 18:55: Message edited by: JLS ]
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June 29th, 2003, 04:43 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
Quote:
Originally posted by oleg:
I play Organic+Religious race. It gives me Macrobiotic City and Spiritual City. I like Macrobiotic more - it gives more research. But upgrades go settlement -> town -> spir.city
Any way to change it ?
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Good question Oleg.
The Spiritual Cities tend to generate about much more intelligence and less research per month.
The Spiritual Cities also will produce about 30% more Organics then most other comparable Cities
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AIC Human Player, Urban Colonial Development progressition.
Colonial Settlement
Towns
Cities
Spiritual City (Religious traits)
Temporal City (Temporal traits)
Telekinetic City (Psychic traits)
City of Crystal (Crystal traits)
Macrobiotic City (Organic traits)
The Metropolitan Centers below are Continental in size and tend to elevated and vertical.
Metropolis
Megalopolis
Cultural Center
[ June 29, 2003, 18:48: Message edited by: JLS ]
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June 29th, 2003, 07:34 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
Quote:
In a high-tech start the initial facilities on my homeworld are significantly less than ideal. Is this fixable?
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Good, question, Spoo.
In some Mods High Tech Starts are not recommended, and are used primarily for testing purposes and AIC is one of these type Mods..
AIC is optimized for Standard tech starts, and Medium tech Starts where a players gets a larger starting count of Techs. It is rare that one may start a game with all techs available, but sure, AIC will give some interesting results for both the Human and the AI Players.
Quote:
Also, I've noticed that maintainence seems higher in AIC. What is the base maint. cost, and how low can you get it by stacking racial + cultural + component + system-wide facility modifiers? Is there a min. maint cost like in stock SE4, or can you get it to zero?
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Yes, the maintenance in AIC is at a premium.
In regards to how low a Human Player can achieve this in AIC this will depend on the Race and Culture you choose, the Research path you follow the amount of investment you are willing to invest in some Characteristics and the maximum Ship size and type you wish to build.
There are many Paths to take in AIC to play a successful game and this should be experimented and decided by the individual Player.
Quote:
Also, with "show only latest" in high-tech, some facilites and components show an obsolete Version next to the newer one (Psychic Intel Center III comes to mind as a specific example). I suppose some of these may be intensional with the facilities to avoid abuse of upgrading, but for the components I imagine this is a minor bug.
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This is a result of the latest upgrade when AIC added more facility options for the Human Players as result it currently displays the added Facilities from the previous upgrade. The addition of the Psychic Intel Center IV and V Facility comes to mind as a specific example
The next up grade will list them as usual and any new facilities added in sequence will be listed as you pointed out; as to highlight the additions
[ June 29, 2003, 18:46: Message edited by: JLS ]
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