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September 6th, 2003, 09:19 PM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -1
Ability 5 Val 2 := 0
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You do realize this is mean, right? Making their planets unhappy. Also, if ANY happiness bonus facility is in the system, this negative value will be superceded. Only the best happiness bonus is used. Negatives for the planet-only one do work (unlike the system-wide one), but they are easily made null.
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September 6th, 2003, 09:31 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Excellent Fyron
Quote:
Originally posted by Imperator Fyron:
Ability 5 Type := Planet - Change Population Happiness
Ability 5 Descr :=
Ability 5 Val 1 := -1
Ability 5 Val 2 := 0
You do realize this is mean, right? Making their planets unhappy.
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Yes as it applies to AI Colonies and helps with the new Race spawn.
However, if you examine the AI Colonies, in most case the majority is Jubilant
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Also, if ANY happiness bonus facility is in the system, this negative value will be superceded. Only the best happiness bonus is used.
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As with what you say; as it applies to the AI Homeworld, but also as the AI upgrades the sys fac later in the game, it also has many fixed bases and Ships in HS and HW to counter act the happiness fall as the game progresses for the home world.
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Negatives for the planet-only one do work (unlike the system-wide one), but they are easily made null
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Please elaborate .
[ September 06, 2003, 20:49: Message edited by: JLS ]
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September 6th, 2003, 09:58 PM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
For the Happiness facility ability (both of them), only the best, most positive value is used. They DO NOT stack in any way. If you have a facility with -10 and one with +1, the planet will get a +1 bonus to happiness each turn. The -10 is essentially ignored. This sucks, but it is how it works. Unlike most abilities, the planet and system happiness ones seem interconnected in that they do not function independantly. Only the best of all facility happiness bonuses to affect a planet will be in effect. A -1 planet happiness and +1 system happiness facility will net in +1 happiness bonus for the planet, not 0. At least, this is how it seemed to work when I tested it a long time ago.
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September 6th, 2003, 10:02 PM
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First Lieutenant
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Re: AI Campaign => For a Challenging AI opponent
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However PTF, I understand your concern when it is located in MEDIUM
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It is not a concern, "I am a machine". It is just hard to evaluate the correct severity stats in case of the text Messages display the same/similar message for a medium event and an event with high severity.
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quote: Originally posted by PsychoTechFreak:
The events are distributed equally if no race has any modifier. There should be no difference between human and AI.
Then why is that Oleg feel the AI is handled differantly? [[Confused]]
Is this due to the test procedure he is using, that you mentioned.
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We are talking about different things. Oleg's statement is about "it looks like the AI races are effected by high/catastrophic events on HWs while humans seem to be save". Which hopefully will be answered by the simulation.
But I was just talking about the overall distribution of events (20% of all events for human race 1, and 20% for everyone of the 4 AIs).
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September 6th, 2003, 10:03 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
I have just loaded an AIC Players old 463.7 turn v3.02 simu game up now... With a total of what apears to be 6 spawned AI Races, definetly 4 for sure. Other two dead.
Tolytan (basic eng race) in 1st with 76 planets - The Home world is Jubulant... ALL Colonies but 7 jubulant, those 7 are happy...
Human Player is second Place...
I will add oter notes as I look at the file more
[ September 06, 2003, 21:18: Message edited by: JLS ]
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September 6th, 2003, 10:09 PM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Also, I should point out that no matter how high I set the happiness penalty, I could never make a facility drop the planet's happiness level below Indifferent.
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September 6th, 2003, 10:11 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by PsychoTechFreak:
It is just hard to evaluate the correct severity stats in case of the text Messages display the same/similar message for a medium event and an event with high severity.
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Agreed, I have them divided into 4 separate folders per Class low, med, Hi and Cat.
If you like I can upload this to you.
Quote:
Originally posted by PsychoTechFreak:
We are talking about different things. Oleg's statement is about "it looks like the AI races are effected by high/catastrophic events on HWs while humans seem to be save". Which hopefully will be answered by the simulation.
But I was just talking about the overall distribution of events (20% of all events for human race 1, and 20% for everyone of the 4 AIs).
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Understood
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September 6th, 2003, 10:12 PM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
Also, I should point out that no matter how high I set the happiness penalty, I could never make a facility drop the planet's happiness level below Indifferent.
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What if you lower the enviromental conditions of the planet as well?
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September 6th, 2003, 10:14 PM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Environmental conditions have NO affect on happiness whatsoever. They never have (save maybe in an early beta, which I can not speak for, not being a beta tester ). The manual is misleading about this. Go make a map with some planets with 0 conditions (deadly), and colonize them. They dont get angry over it. Their happiness will slowly decrease over time due to natural per turn decreases, but that is all. Make some Optimal and some Mild planets as base cases.
[ September 06, 2003, 21:15: Message edited by: Imperator Fyron ]
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September 6th, 2003, 10:15 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
Also, I should point out that no matter how high I set the happiness penalty, I could never make a facility drop the planet's happiness level below Indifferent.
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Agreed. Without ships or bases it makes process of recovering from as you say Indifferent much harder for the AI.
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