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  #51  
Old February 23rd, 2003, 02:08 AM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Imperator Fyron:
Ok... here is a collection of 156 design names files
156 Design Names Files.zip
Thanks, getting them now
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  #52  
Old February 23rd, 2003, 02:11 AM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Suicide Junkie:
Ok, how do I go about creating a colony ship when the colony module is more than 10x the size of the colony hull, and there aren't any colony module mounts?
There is no need for Colony Modules on Colony ships. (Prevents fast colonizers)
Type Colony ships is now selected from the ship SIZE drop down menu in Create.
~
A Colony Module is furnished and this could be used by some early Base strategies and late game Base ship options. Colony ships have differant tonage i.e. Rock 105, Ice 106 and Gas 107 this is for human player drop out purpases in a multiplayer game.
~
Thanks SJ. I amplified the text for the colonizer in Vehicle File and the Base Design Module in the components file...

[ February 22, 2003, 12:21: Message edited by: JLS ]
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  #53  
Old February 23rd, 2003, 02:18 AM
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Default Re: AI CAMPAIGN ; Released

I have an impression that Religious tech is too weak now. Nature shrine must be level 3 to get any resource improvements and it is 1% only, best Talisman is just 20% bonus Well, it may be a good idea to get rid of "always hit" but why not add few more levels to reach, for example, 50% at very high research expence ?
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  #54  
Old February 23rd, 2003, 05:55 AM
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by JLS:
quote:
Originally posted by Suicide Junkie:
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.

Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.
You are referring to the Small Anti - Proton Beam for the fighters.

Thanks, I will give 'Quarter damage to shields' a test.

I think 4X damage to shields should remain a unique feature of Temoral Tech !!
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  #55  
Old February 23rd, 2003, 05:59 AM
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Default Re: AI CAMPAIGN ; Released

Are you sure Gestation vats work as you intended ?
30% bonus to GV 3 does _not_ increase reproduction by 30%, it gives reproduction rate of 30%. Thus if you have normal reproduction on your homeworld of 15%, with GV3 it will become 45% New homeworld in few years !!!

[ February 23, 2003, 04:00: Message edited by: oleg ]
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  #56  
Old February 23rd, 2003, 06:07 AM

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Default Re: AI CAMPAIGN ; Released

"I think 4X damage to shields should remain a unique feature of Temoral Tech !!"

They're talking about quarter damage to shields. As in, 1/4, not 4.

Phoenix-D
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  #57  
Old February 23rd, 2003, 09:57 AM
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Default Re: AI CAMPAIGN ; Released

What AI bonus suppose to be ?? I'm playing with medium bonus now and got mighty deppresed
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  #58  
Old February 23rd, 2003, 04:05 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
What AI bonus suppose to be ?? I'm playing with medium bonus now and got mighty deppresed
Oleg, what do you mean by AI Bonus ? When you say your playing med bonus I assume you took Just the top human player trait.
Currant human Player options are from Traits Menu:
-
-
TOP: *Human Player MUST SELECT here first* Description :=This choice alone delivers a moderate game. Human Player may mix options below.
-
1: Human Player Opt 1
Description := Add for Easiest level: Increased Production and Point Bonus.
-
2: Human Player Opt 2 Description := Add for Easy (Do Not use with Finite Games): Higher Proportions of Resources.
-
3: Human Player Opt 3
Description := Moderate: Human players MAY take this for a game requiring more logistics.
-
4: Human Player Opt 4
Hard: Human players MAY take this for 20% less recourses.
-
Above options may be mixed for your enjoyment. NOTE: BE sure to take at least *Human Player MUST SELECT*
~~~~~~~~~~
Oleg, Just the top selection will give you a moderate game , as is stated. With your experience you could take this choice. Option 1 and option 2 are for easy to extremely easy games.
What trait setup did you use, did you pick any Human Player options? How many AI players are in your game? What turn are you in, if you choose just a moderate game (TOP Only) and you are for example:
Less then 100 turns I doubt you could be ahead of the AI Players and just starting to pass the AI neutrals by then. By about turn 150 to 200 you should start moving towards the middle of the AI Player pack. Depending how many AI Players (game menu/players) are in your game you may never get to First place. Note: AI players not Nuetral players.
Of course this is subject to many Variables. In example: Who is at war, What strategic state the AI may be in at the time you checked the score, does the gas AI have Gas planets near, is your exploration halted by a stubborn or Violent AI, etc. If you had a poor random startup give it another start!

Will this be the prozac for your depression? If there is another issue, let me know by post or email.
~
Guys, if you want a basic Moderate player game just take the top selection. (*Human Player MUST SELECT here first*); Description :=This choice alone delivers a moderate game.

I hope you did not pick the AI choices by accident...

However, do not choose :
AI 1 thru 4
Description := !ONLY AI SHOULD TO TAKE THIS TRAIT! Gives AI Balance Tech
Or
NEU
Description := !ONLY AI SHOULD TO TAKE THIS TRAIT! For Neutral AI Pre-Game Point Set up.

Excerpt from AIC Readme; “Now pick any racial traits that you desire. MP Level ladder Handicap choices are generally for Multiplayer games. In addition, take note that (AI 1 thru 4)! ONLY AI SHOULD TO TAKE THIS TRAIT! Please do not choose this, unless you want to get some funky results”.

[ February 23, 2003, 18:38: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #59  
Old February 23rd, 2003, 04:13 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Phoenix-D:
"I think 4X damage to shields should remain a unique feature of Temoral Tech !!"

They're talking about quarter damage to shields. As in, 1/4, not 4.

Phoenix-D
I also agree and TEMPORALS are absolutely the only race that has "Quad Damage To Shields" in AIC Campaign

[ February 23, 2003, 14:14: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #60  
Old February 23rd, 2003, 04:50 PM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
Are you sure Gestation vats work as you intended ?
30% bonus to GV 3 does _not_ increase reproduction by 30%, it gives reproduction rate of 30%. Thus if you have normal reproduction on your homeworld of 15%, with GV3 it will become 45% New homeworld in few years !!!
Gestation vats

This may be high but please help me with the math.

AI Campaign:
Gestation vats III ; Organic Technology 6
Modify Reproduction – System :=30
Reproduction Check Frequency := 10 (every 10 turns)
Empire Starting Percent Reproduction := 11 (Base Settings)
Starting colony: 1 POP
Poulation increase every 10 turns

It may take a centuries to get it up to Homeworld populations, not a few years as you stated. (1 year equals 10 turns)
~
Now lets take a look at stock SE4:
Replicant Center III: Organic Technology 6
Change Population – System := 40
Empire Starting Percent Reproduction := 11 (Base Settings)
Starting colony: 1 POP
Populations in this system will increase by 40M per turn
=
Which will reach a higher population in a few years ?

-----------------
We know that a higher population equals a higher production rate.
I felt a per turn increased in a mod that enjoys the a Population mass of 1000 is to great a stress on any non organic races, so by increasing Modify Reproduction to greater value the organics will still benefit from there cultural ways.

So Replicant Center in this release is not in play, but a the large bonus that we discussed above was added to Gestation vats to offset. The Organic weapons tech is also lowered 25% (easier) start research to that of Crystal Weapons (relatively) to what you might be used to.

This is my intent

[ February 23, 2003, 17:04: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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