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  #471  
Old August 30th, 2003, 09:05 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

I will gladly test your AIC reformatted file, as long as I have the same effect as the AIC original file with Random WARP POINT EVENTS and Increased Population events, you know > the stuff I programmed to achieve a desired effect.

AIC has been out for almost a year and no one has indicated a repetative Home world Rebellion flaw. I have certainly not seen this.

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

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.

~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

[ August 30, 2003, 20:14: Message edited by: JLS ]
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  #472  
Old August 31st, 2003, 02:29 AM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

On separate issues :

I think 20% loss of planet value when colony is glassed is a bit too high. I watched two AI's who were unlucky to start next to each other: Since AI can not properly protect colonies, any colonisation attempt by those poor mates was immediatly quashed untill all planets around got values 0 0 0

Personaly, I lowered to 2% and feel rather happy about.
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  #473  
Old August 31st, 2003, 03:12 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
On separate issues :

I think 20% loss of planet value when colony is glassed is a bit too high. I watched two AI's who were unlucky to start next to each other: Since AI can not properly protect colonies, any colonisation attempt by those poor mates was immediatly quashed untill all planets around got values 0 0 0

Personaly, I lowered to 2% and feel rather happy about.

Planet Value and the AIC AI Economy
===========================

Oleg, please understand. As you may recall, regarding the way the AI perceives and actually is subsidized economically in AIC you changing this to 2% or even Zero has little to NO effect for this AI,

The AI in AIC or even se4 does not recognize Planet Values as you may think. It was already considered that AI is unable to repair a damage planet as a Human player would or even consider the Value of a planet for the correct Colony choice in some circumstances, so I have other (much other) AI programming involved to assist the AI in AI Campaign.

Additionally, this change to 2% will only make it easier for you when you are conquering a planet from the AI, if not a sole inducement to maintain war, if there is little to no Real Planet damage…

However, 2% is unrealistic. If you look at the destruction of Carthage, American Indian lands, Eire and Svealands forested lands, London, Ukraine most of Germany and Japan as a result of, and for mans modern weapons and our tenacity to destroy >you may find that 20% is not nearly high or destructive enough.
When AIC was beta tested I had this to 50% Planet Damage and the numbers still worked but this gave rise for Intel; as the Human Player to become a glairing alternative means of taking a Planet in tact and virtually undisturbed.

Also please consider, we Human Players may repair a planet with Planet Utilizations methods in the game, but this takes time, and that’s what the 20% is all about, WAR is costly … Not only in loss of life and materials but our Planet itself. If World War Three is ever fought, will there still be the third planet orbiting sol.

JLS

-------------
Reference:

Planet Value Percent Loss After Owner Death := 10 (Stock se4)
Planet Value Percent Loss After Owner Death := 20 (AIC thru v3.xx)
Planet Value Percent Loss After Owner Death := 30 (AIC v4 in testing)

[ August 31, 2003, 17:42: Message edited by: JLS ]
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  #474  
Old September 1st, 2003, 06:19 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Hi JLS good to see you back

Is AI Campaign compatible with any other MODs, for example the Ultimate Strategies Mod or any mount or Quadrant mods.

Also can you explain the planet value system a little more in depth.

Thanks
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  #475  
Old September 1st, 2003, 06:37 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

WHEN is AIC v4 going to be released JLS

you have been working on it to long, i want to beta test it when you are ready
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  #476  
Old September 1st, 2003, 07:22 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
Hi JLS good to see you back

Is AI Campaign compatible with any other MODs, for example the Ultimate Strategies Mod or any mount or Quadrant mods.

Also can you explain the planet value system a little more in depth.

Thanks
Hello GLV

NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.

====

In regards to (PV) this is the textbook answer from Frequently Asked Questions.

Basically, the FAQ will apply for all Human Players that play AIC. With the exception of Cities and Urban Centers Homeworlds inclusive; they afford Commerce (Imperial Trade if you will) to the Human Player and is thereby unaffected by PV to a degree in AIC.

Loosely, this application of Commerce is applied also to the entire economy for the AI on AIC and is thereby NOT effected by poor Planet Values. Directly that is

I will follow-up with how I Interpret the AI perceptions on some PV applications and AI scenarios.

==========

((( FAQ )))

17.3.7.2 Planet Values %
Pay attention to the mineral, organic, and radioactive value % on a planet’s details. When determining where to build a facility, use a planet close to or exceeding 100% for a given resource type. That percentage is part of the formula used in producing your empire’s total resources:

(Extraction Facility value) x (planet’s resource type %) x (empire’s racial %) x (Planet Computer Facility %) x (System Computer Facility %) x (planet’s happiness %) x (population %) x = total mineral resources committed to your empire for that facility.

For example, a Mineral Miner I extracts (700) x Planet mineral 120% (1.2) x empire racial bonus 110% (1.1) x Planet Robotoid factory I 110%(1.1) x System Robotoid factory 110% (1.1) x Jubilant happiness 120% (1.2) x 500 population 110% (1.1) = (x) mineral resources committed to your empire for that facility.

Use planets that have mediocre or low resource values as research or intel centers. The same basic formula applies for total points available for projects.

In the example above, you can see the value of important factors in boosting your economic output.

Note: Don't force an absolute minimum value for building miners. I've built mineral miners on planets with a minerals value of 40 before. It all depends on the game and what you need. If you have plenty of planets with high values, use low value planets for research and such. If not, you may need more resources (Imperator Fyron).

17.3.7.3 Develop Your Planets

The key to economic growth is maximizing your planet development. Special facilities can help, but they take a while to build. Therefore, in a small universe or one-on-one game, I rarely use any advanced facilities, unless I’m really comfortable and secure.

Medium scope game facilities :
Planet Robotoid Factory (Computers). I usually build these Last on a planet. Second to Last, I build a space yard to expedite the build time and facility upgrade time (quite often, I set the yard on emergency build for these.)

System Robotoid Factory (Computers). I usually build these Last on a planet. Second to Last, I build a space yard to expedite the build time and facility upgrade time (quite often, I set the yard on emergency build for these.)
Note: System Robotoid Facilities do not increase the benefits of remote mining. (Imperator Fyron)

Scanners: I don’t generally use them because the bonus is applied to only one resource area, rather than all three. And you cannot use both Robotoids and Scanners at the same location; only one takes effect.

Urban Pacification Centers: Populations will grow happier in this system; Not too expensive, and worth it in the long run. Will nudge your planets to jubilant, and especially help pacify foreign citizens. Subtle and slowly effective.

Large scope game facilities : (see FAQ 4.3)
Resource Converter: Converts between resource types with a 30% (at best) loss of material; comes in real handy when you have an unexpected surplus of one type

Ultra Recycler: Items scrapped in this sector will reclaim 80% of their original resource value (I don’t use them)

Atmosphere converters: Changes the atmosphere of the planet to one that is breathable by its colony over 2 (at best) years… that’s 20 game turns… I’m too impatient. I won’t use them unless the breathers aren’t available

Climate Control Facilities: Improves the conditions of the planet up to 3% each year. I never think to use them.

Value Improvement Plants: Improves the mineral, organic, and rad value of the planet up to 3% each year. Requires patience; but a slow payoff.

AIC as well as some individual MODs have different names and some additional varied facilities.

Thanks to all the FAQ team this is a great article and all should be read when time permits.


Special facilities and economics : (see FAQ 4.3)

have to hit the link to continue

[ September 01, 2003, 23:25: Message edited by: JLS ]
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  #477  
Old September 1st, 2003, 07:51 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
WHEN is AIC v4 going to be released JLS

you have been working on it to long, i want to beta test it when you are ready
Oleg and Myself are working out some kinks with the AIC random events file…

Oleg has some great Ideas that may solve THE MAX EVENT SEVERITY Pre Game settings issues with se4 and most MODs in general.

My main concerns are that the Random Events Percentages remain intact and that this new reformatted file is actually going to solve THE MAX EVENT SEVERITY slider issue.

Other then that >AIC Version 4.00 is almost ready to go…

[ September 01, 2003, 18:55: Message edited by: JLS ]
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  #478  
Old September 1st, 2003, 10:15 PM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

I suggest.
Event Percent Chance Low := 20
Event Percent Chance Medium := 40
Event Percent Chance High := 60

with corrected events file. Now the relative percentages (between low, med. etc) follows the intuition meaning, one would like to have more of them to see AWESOME cataclisms
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  #479  
Old September 1st, 2003, 10:21 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.

I found Organic race to have a major advantage - 30+ starliners eat a LOT of organics

There is simply no such sink for radioactives earlier on.
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  #480  
Old September 1st, 2003, 10:55 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Originally posted by oleg:


Quote:
I found Organic race to have a major advantage - 30+ starliners eat a LOT of organics

There is simply no such sink for radioactives earlier on.
I truly agree here... This is a definite advantage for the Organics and it only enforces that the true nature of the Organic race is to resupply Organics to it Colonies far away and to maintain a rapid growth; that far excels any other race in the Galaxy.

Do you really feel it is to great of an advantage for the Organic Races and what would you recommend to counter this; other then restructuring the base concept of Star Liner costs.

Quote:
I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.
Agreed, in a Finite game this is a fine opportunity to build those old fashioned Storage facilities early, they are cheap and very quick to build even with the youngest of Colonies.

However in a standard game the surplus, is just superfluities and not to worry.

Additionally in all games this Surplus of any one or more resource will really come in handy for exchange at your Trade Center or with other Empires if so lucky to have a friendly trade partner; for resources needed (early food for example, for those extra Star Liners and Colonizers)

[ September 01, 2003, 22:30: Message edited by: JLS ]
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