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July 8th, 2003, 02:36 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: AI Campaign => For a Challenging AI opponent
JLS, Mine FYI up-date....restarted to test the data you had sent so far no war but the AI seems to be building sweepers into the fleets now, I will keep you posted.
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Kill em all let God sort em out
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July 16th, 2003, 05:09 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
HI, everyone.
I am back from vacation, and I will answer all Posts, PMs and Emails…
There will be another update AIC soon
Good to be back onboard
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July 29th, 2003, 07:37 PM
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Corporal
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Join Date: Mar 2003
Posts: 61
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Re: AI Campaign => For a Challenging AI opponent
Any update?
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August 4th, 2003, 12:34 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: AI Campaign => For a Challenging AI opponent
I noticed that mining and refining components can be put in starbases but farming ones can't.... is this proposital?
In my AI Campaign games, ehn i start in Medium technology level, i found a viable strategy to build Mining and Refining bases around planets that i cn't or don't want to colonize...
But i can't create Farming bases.....
Other thing: you can't put cargo compnents in starbases? Is this proposital too?
Thanks
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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August 6th, 2003, 05:34 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:
Originally posted by HercMighty:
Any update?
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Sorry about the AIC update not being released as of yet.
I have been slammed at work, and have not tested the changes through, as of yet.
Did rearranged the facilities to be in sequence from the Last update fixed some typos reduced the range of the Bio Weapons and tweaked the Fighters as well as several AI growth tweaks that need to be tested for play balance still, however.
It should be ready in a few weeks, and thanks for your patience, this is the busy time for my industry.
John
[ August 06, 2003, 16:36: Message edited by: JLS ]
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August 6th, 2003, 05:41 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 Makinus:
I noticed that mining and refining components can be put in starbases but farming ones can't.... is this proposital?
In my AI Campaign games, ehn i start in Medium technology level, i found a viable strategy to build Mining and Refining bases around planets that i cn't or don't want to colonize...
But i can't create Farming bases.....
Other thing: you can't put cargo compnents in starbases? Is this proposital too?
Thanks
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Hi Makinus.
The Habitat Domes is the next best way to harvest Organics outside of your Colonies.
Cargo bays for Star Bases maybe a good introduction, however the AI will not use this option efectivly, so we will have to test this for play balance.
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August 6th, 2003, 05:54 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: AI Campaign => For a Challenging AI opponent
Size 5 and restriction "no more than 2" for satellite armor is rather inconvinient.
For example, i want to make a missile satellite : size 80, 10 goes to core, 50 to missile. Rest is 20. Now I can use only 10 for armor and remaining 10 is basically lost - there is nothing usefull for missile satellite.
Please, double size and hit points for satlleite armor !
__________________
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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August 7th, 2003, 06:26 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: AI Campaign => For a Challenging AI opponent
I am surprised with poor AI weapon platform designs.
For example, oragnic races (xi'chung, drushoka and ukratal) build WPs with CSM I when they have seeking parasite III Is it on purpose or you did't optimize WP designs ?
__________________
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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August 8th, 2003, 09:46 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: AI Campaign => For a Challenging AI opponent
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?
Thanks
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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August 9th, 2003, 01:35 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Makinus:
Where i change the maintenance cost of ships (to decrease them)? What will be the effects in the AI of this Mod?
Thanks
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You must edit VehicleSize.txt file. Change "modified maintanence cost" ability to what you like.
If you are playing with bonused AI (don't try higher than low ! ), decreased maintanence will have almost no effect on AI, it is already overproduce resources and AI' number of ships is directly regulated by construction.txt file and not by available resources. Besides, since humans and AI have different shipsize entries, you can modify only humans' or AI' ships !
__________________
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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