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  #661  
Old September 13th, 2003, 11:34 AM
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Alneyan Alneyan is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Outstanding point Alneyan, and easy to do, we just make sure there are more Bad then Good in the mix.
What would you recommend 2 to 1?
I forgot another point, the severity of the bad events is more important than for the good ones I believe. I mean, the worst events are "Planet Destruction" and "System Destruction", which destroy planet(s) and their facilities, while the counterparts of these events only create a Planet without anything or a Star. (I am not sure if the Star - Created event does create Planets in return though)

As for the ratio, 2 to 1 seems reasonable for me, it would mean that for every two bad events, there is a good event, probably less important. So suffering from these events is still going to be a drawback for the player in most cases, making sense to take the former Lucky trait.
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  #662  
Old September 13th, 2003, 11:46 PM

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

Quote:
Originally posted by Alneyan:
quote:
Originally posted by JLS:
Outstanding point Alneyan, and easy to do, we just make sure there are more Bad then Good in the mix.
What would you recommend 2 to 1?
I forgot another point, the severity of the bad events is more important than for the good ones I believe. I mean, the worst events are "Planet Destruction" and "System Destruction", which destroy planet(s) and their facilities, while the counterparts of these events only create a Planet without anything or a Star. (I am not sure if the Star - Created event does create Planets in return though)

As for the ratio, 2 to 1 seems reasonable for me, it would mean that for every two bad events, there is a good event, probably less important. So suffering from these events is still going to be a drawback for the player in most cases, making sense to take the former Lucky trait.

Agreed
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  #663  
Old September 17th, 2003, 06:07 PM

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

Quote:
Originally posted by Alneyan:
Yes, that was what I believed JLS, but I hoped I was wrong this time.

As for the Fate Shrine, you could also suppress its ability to reduce the chances for events, or even maybe give two facilities, one with this ability and the other one without (possibly linking the first one with Lucky)? That way, the player would have the choice to reduce or not the chances of both good and bad events.

For the Lucky and Cursed traits, I would say change the descriptions like Fyron said and perhaps decrease the costs of these traits. From what I saw in the events file, there are more bad events than good ones, so Lucky is still a bit positive, but not as useful as it was when there were only bad events. Lucky would then be quite similar to Emotionless, as this trait would be both an advantage and an annoyance.

In short, I would rather see the good events remain in the game than removing them to leave Lucky, Cursed and the Fate Shrines like they work in the vanilla game. My two organics worth.
This is the way to go!!!
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  #664  
Old September 17th, 2003, 06:12 PM

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

Quote:
Originally posted by JLS:
(f) We can remove Ability altogether and leave Religious at 1500 as opposed to the considered increase to 2000.(Keeping Good)
Keeping (GOOD) will include the removal of any {Change Bad Event Chance} Urban Center subscriptions as well.
I perfer (f) 1500 Religious cost. I always play Temporal and Religious in my Finite games.
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  #665  
Old September 17th, 2003, 06:42 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I think Religious is very powerfull in non-connected games. Usually you have ~200 turns before contact. That's 150% Homeworld value Well, may be not that much, 130% perhabs

Next time I will try Religious+Organic -> Nature shrine + Replicant center! That will teach those pesky AIs

[ September 17, 2003, 22:00: Message edited by: oleg ]
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  #666  
Old September 18th, 2003, 12:10 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by mottlee:
How about the fate = good thing to happen (if it can be done)
As PTF pointed out this cannot be done, their are no flags.

However, I am sure we can come up with a worthy action/ability to replace CBEC for the Fate shrine
What are your thoughts, Mottlee?

?? I have yet to try my hand at modding SE this is something I would like to try any pointers as to a start in this endevor?
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  #667  
Old September 18th, 2003, 03:01 AM

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

Quote:
Originally posted by oleg:
I think Religious is very powerfull in non-connected games. Usually you have ~200 turns before contact.
You can warp out in about 30 turns at Stellar Manipulations 1.

If you holding back your warp to prepare or just being xenophobic in nature, and the Eee or any one of the Engineering races are in the game and close by; you will have no choice when they may come knocking in on you earlier then 20 years into your game

Quote:
That's 150% Homeworld value Well, may be not that much, 130% perhabs
This explains our recent exchange in Emails your suggestion on reducing level 5 Climate Control Facility to se4 level 3 costs > I liked your suggestions and they are definitely in for AIC v4.0. Most of the other Planet Utilization costs also have been addressed with some slight adjustment or another for v4.0

Quote:
Next time I will try Religious+Organic -> Nature shrine + Replicant center! That will teach those pesky AIs
If this is a no-warp game, you will need to warp out and brave this new universe early; to fully capitalize with that Organics race growth potential

Oleg, thank you for that Refugees image, it is awesome!

[ September 18, 2003, 02:20: Message edited by: JLS ]
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  #668  
Old September 18th, 2003, 03:10 AM

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

Quote:
Originally posted by mottlee:
I have yet to try my hand at modding SE this is something I would like to try any pointers as to a start in this endevor?
To Modify and grow; is to Experiment and Explore the {your} Options.

. And this is why I am fond and do relate with Olegs, Fyrons, GLVs and Sun Devils passions, they are mine, as well

[ September 18, 2003, 03:50: Message edited by: JLS ]
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  #669  
Old September 18th, 2003, 06:29 AM

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

OK, here are my thoughts on the fate of the fate shrine.
Religious will remain at 1500 cost and there will not be a CBEC for that facility.

Now in beta for AIC v4.0
Yes on the Expanded (good and bad) events file to include Olegs structure for his proposed integrity for the Maximum Severity options

Now with the added events the occurrences also with/if 6+ total in-game players;Events seem to be less frequent, then stock se4 events.
Therefore, the chance setting will be increased over past settings. Perhaps as much as L30/M50/H75 possibly, even higher for Med or High frequency settings

The AI will recieve a -30 to -50+ CBEC on the main CC as a further savegaurd for its HS.

Now to balance this and to expand on Alneyan's suggestion, the Human Players now have:

Research Tech based on “Veneration”

In addition, all Human Players will receive a Hero Epics Tale, if you will for their civilizations, I am beta testing this now for AIC 4.0. This is for any Human Player that may want to tailor their current in-game Events occurrences for their game and or that specific system

Please note Heroes Epics names are examples for this beta, if anyone is offended or would like to suggest a Hero from another culture please post.

========
Reference

TechArea added
Name := Veneration
Group := Applied Science
Description := Civilization Heros, Idols and Gods dabble with the events.
Maximum Level := 5
Level Cost := 1000
Start Level := 1
Raise Level := 0
Racial Area := 7
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 1
Tech Area Req 1 := Human Balance Tech
Tech Level Req 1 := 1

--------
Facility added
Name := Heroes Epic Ra
Description := Civilization Heros, Idols and Gods dabble with the events.
Facility Group := Population Support
Facility Family := 291
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := Veneration
Tech Level Req 1 := 1
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any events in this system 20%(only 1 facility per system effective).
Ability 1 Val 1 := -20
Ability 1 Val 2 := 0

Name := Heroes Epic Dionysus
Description := Civilization Heros, Idols and Gods dabble with the events.
Facility Group := Population Support
Facility Family := 291
Roman Numeral := 2
Restrictions := None
Pic Num := 36
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := Veneration
Tech Level Req 1 := 2
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any events in this system 30% (only 1 facility per system effective).
Ability 1 Val 1 := -30
Ability 1 Val 2 := 0

Name := Heroes Epic of Chullain
Description := Civilization Heros, Idols and Gods dabble with the events.
Facility Group := Population Support
Facility Family := 291
Roman Numeral := 3
Restrictions := None
Pic Num := 36
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := Veneration
Tech Level Req 1 := 3
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any events in this system 40%(only 1 facility per system effective).
Ability 1 Val 1 := -40
Ability 1 Val 2 := 0

Name := Heroes Epic Hera
Description := Civilization Heros, Idols and Gods dabble with the events.
Facility Group := Population Support
Facility Family := 292
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := Veneration
Tech Level Req 1 := 2
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Inreases the chance of any events in this system 5%(only 1 facility per system effective).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0

Name := Heroes Epic Grania
Description := Civilization Heros, Idols and Gods dabble with the events.
Facility Group := Population Support
Facility Family := 292
Roman Numeral := 2
Restrictions := None
Pic Num := 36
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := Veneration
Tech Level Req 1 := 3
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Inreases the chance of any events in this system 10%(only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0

Name := Heroes Epic of Hades
Description := Civilization Heros, Idols and Gods dabble with the events.
Facility Group := Population Support
Facility Family := 292
Roman Numeral := 3
Restrictions := None
Pic Num := 36
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 2
Tech Area Req 1 := Veneration
Tech Level Req 1 := 4
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Inreases the chance of any events in this system 20%(only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
--------

AI Players CC
Name := Cultural Center
Description := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group := Zenith Urban Center
Facility Family := 54
Roman Numeral := 0
Restrictions := None
Pic Num := 10
Cost Minerals := 300000
Cost Organics := 200000
Cost Radioactives := 200000
Number of Tech Req := 1
Tech Area Req 1 := AI Balance Tech
Tech Level Req 1 := 1
Number of Abilities := 20
Ability 1 Type := Solar Resource Generation - Minerals
Ability 1 Descr := Population Center...
Ability 1 Val 1 := 1125
Ability 1 Val 2 := 0
Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr :=
Ability 2 Val 1 := 350
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr :=
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0
Ability 4 Type := Point Generation - Research
Ability 4 Descr :=
Ability 4 Val 1 := 700
Ability 4 Val 2 := 0
Ability 5 Type := Point Generation - Intelligence
Ability 5 Descr :=
Ability 5 Val 1 := 150
Ability 5 Val 2 := 0
Ability 6 Type := Cargo Storage
Ability 6 Descr :=
Ability 6 Val 1 := 15000
Ability 6 Val 2 := 0
Ability 7 Type := Change Bad Event Chance - System
Ability 7 Descr :=
Ability 7 Val 1 := -50
Ability 7 Val 2 := 0

Ability 8 Type := ~~~
--------

Se4 Abilities/Action

Change Bad Event Chance - System
Value1 = Percentage change in chance for bad event for entire system (+/- percentage).
Value2 =

[ September 18, 2003, 05:35: Message edited by: JLS ]
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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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  #670  
Old September 18th, 2003, 06:33 AM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by mottlee:
quote:
Originally posted by JLS:
quote:
Originally posted by mottlee:
How about the fate = good thing to happen (if it can be done)
As PTF pointed out this cannot be done, their are no flags.

However, I am sure we can come up with a worthy action/ability to replace CBEC for the Fate shrine
What are your thoughts, Mottlee?

?? I have yet to try my hand at modding SE this is something I would like to try any pointers as to a start in this endevor?

Try SE4 Modding 101 Tutorial as a guide to get you started. It does not say anything about AIs (well, almost nothing ), but does start you off on most of modding.

JLS, you might want to fix those ability descriptions prior to release...

[ September 18, 2003, 05:35: Message edited by: Imperator Fyron ]
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