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  #461  
Old August 13th, 2003, 02:20 PM

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Default 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
Oleg is right on with your answer... Makinus

If the maintenance is lowered for example on Human Carriers, then you will have the ability to have a larger CV fleet and hence offset the balance of play a bit against the AI
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  #462  
Old August 13th, 2003, 02:38 PM

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

Quote:
Originally posted by oleg:
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 ?
Yes Oleg, I agree

The Organic Races could use a better Missile base design to capitalize on the level 4+ parasite missiles. However, it is tough to beat the AI missile bases, thru level III, for cost and effectiveness.

When the AI reaches Level 2 Weapons platforms that is when their special weapons and creativity kicks in.

Can you give some of the AI designs a look over and please tweak where necessary?

Spare time is a real crunch for me, until the fall seasons.

[ August 13, 2003, 16:27: Message edited by: JLS ]
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  #463  
Old August 13th, 2003, 03:12 PM

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

Quote:
Originally posted by oleg:
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 !
100 satellites can be devastating, adding more armor may add to the longevity for this devastation

However, a 10k armor variant can be tested for the satellite, however a to hit penalties may be added, what are your thoughts.

The most effective weapon versus your enemies Satellites-is your fighter. In addition, the AI will use its fighters where practical as a priority to take out your Sats.

The level one (80k) satellite platform is excellent for a Missile sat and can accommodate a 20kt Point Defense Cannon.

However Oleg, you have an excellent idea, where as we can modify a small beam point defense mount for the satellite at a cost of 15kt this will grant some space to accommodate a small 5kt coating of armor
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  #464  
Old August 13th, 2003, 04:00 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I don't think it will change balance.
Satellites are a poor platform for direct fire weapons. Even with sensors 3 and RT 3 (!!) my satellites have a tough time hitting AI' frigates and destroyers. Missiles are better but a normal sized AI fleet (30+ ships and fighters) can easily kill a large stack with minor loses.
Besides, 100 stack is a major investment and should be give a trouble. Otherwise, why bother
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  #465  
Old August 13th, 2003, 05:36 PM

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Default 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
Maintenance efficiency is increased as your game progresses.

You may build a System Maintenance facility this will have a significant reward to your current fleets in that system.

The Engineering Section and really is a crucial component for most ships in AIC. With this section added your ship would have a more efficient maintenance staff and will aid in the ships combat defense with some added Damage Control. This ships component will have a significant effect with Maintenance, as the component is upgraded through out your game.

The above facilities and components are not available to the AI and are to the Human advantage.

Crystalline Restructuring Plant for all crystalline races is also cumulative with your races starting Maintenance Characteristics options.

With above said, you may want to change the maintenance settings that you find in AIC data files with some caution or you will find you may have a negative maintenance environment.

John

[ August 13, 2003, 16:58: Message edited by: JLS ]
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  #466  
Old August 13th, 2003, 05:42 PM

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

Quote:
Originally posted by oleg:
I don't think it will change balance.
Satellites are a poor platform for direct fire weapons. Even with sensors 3 and RT 3 (!!) my satellites have a tough time hitting AI' frigates and destroyers. Missiles are better but a normal sized AI fleet (30+ ships and fighters) can easily kill a large stack with minor loses.
Besides, 100 stack is a major investment and should be give a trouble. Otherwise, why bother
Agreed Oleg

The targeting time and systems for satellites are hampered and as such do make a poor direct fire platform with low level sensors.

There will be 10kt Armour plating for the satellites to complement the existing 5kt coating, on the next release as per your request

[ August 13, 2003, 16:47: Message edited by: JLS ]
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  #467  
Old August 17th, 2003, 03:35 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Two games in row I see AI' Homeworlds rebel. Since HW is so important in this mod and there is no way (at least I don't know) to make HW immune , I suggest to increase the severity of planet rebel effect to High or even Catastrophic.
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  #468  
Old August 30th, 2003, 07:07 PM

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

Oleg, can you send me a copy of this game, I have not had a Home Planet Rebel often.

Unless I have been attacked by Intel from another Player or there are Enemy ships in my System.

In the all the games we have played, we have never seen this to be Problematic.

The AI has no problem and get out of it naturally as do we Humans.

Have some ships in the System and keep your Enemies out, don’t loose to many Colonies or Ships from battle.

You know what needs to be done to keep your citizens happy.

~TIP~ having a few Starliners on routine Population delivery on those remote systems, has the effect of boosting the happiness levels for all the systems traveled thru

Regarding Random Events. I cannot see how the Random Event Numbers factored in with the System and Planet Happiness Modifiers, Ships, fleets in system, Facilities etc. Can cause you a consistent rebellion problem at home, unless you are really unlucky and draw that event

Are you playing with the Unmodified AIC Intel, Happiness and Events files?

[ August 30, 2003, 18:09: Message edited by: JLS ]
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  #469  
Old August 30th, 2003, 08:40 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Oh, sorry I deleted all my old backup files.
It was more than a month ago and I cleaned and defragmented my computer since.

But, please, believe me, the order of events is a an ultimate factor that decides the severity of events.

As a test, use the setup I propose in my 2nd post here.

In any case, even if I'm wrong (I'm not !!!), it does not cost much to use my events.txt file, right ? :0
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  #470  
Old August 30th, 2003, 08:59 PM

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

No, it does not cost anything to use your file. Your file does have all my AIC text programming, you just have it formatted in order of event from low on up.

The AIC file supplied with AIC is fine, and has the tested effect I desired. With a redundant event (tiered) to give the desired random events results for AIC that the author desired.
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