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  #671  
Old September 18th, 2003, 06:52 AM

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

Quote:
Originally posted by Imperator Fyron:
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.
It is a great tool and I refer to it frequently

Quote:
JLS, you might want to fix those ability descriptions prior to release...
As you posted, however to remember when the product is finished is another quest altogether

[ September 18, 2003, 05:53: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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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  #672  
Old September 18th, 2003, 02:34 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Thanks....Will give it a read
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  #673  
Old September 18th, 2003, 03:56 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
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.

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

Welcome

I prefer Middle-Age galaxies, Cluster type is too artificial too my liking. In MiddleAge map I seldom have a system inside 30 LY radious and earlier reserch of SM II is too costly IMHO.
I prefer to research Computers/Industry and colonization techs before that. Astrography is an important factor here.
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  #674  
Old September 18th, 2003, 04:01 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Great ! This Veneration stuff is awesome. Gives a lot of material for roleplaying your race
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  #675  
Old September 18th, 2003, 04:49 PM
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Alneyan Alneyan is offline
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Default Re: AI Campaign => For a Challenging AI opponent

You can warp as early as 2,5 years (including the actual production of the ship), if you only research Ship Construction, Astrophysics and Stellar Manipulation. Obviously, you will be in a LOT of trouble if the system in which you has just opened a warp is inhabited by a Bersecker, Aggressive species. (I tend to research Mines and build a hundred of them on the future warp point, but is that enough to prevent from an early offensive? I mean, in the third or fourth year)

I do like this Veneration tree, the players will know be able to choose between being protected against events (but not having good events), or suffering from these events and having a good event from time to time. I wonder if there will be players that won't build these facilities though. As for the events chances, I would second you on increasing the odds for the High setting. When you pick this setting, you do want events to occur, don't you? (And of course, 90 is supposed to mean almost an event each turn, but all these events should not target a single Empire.)

Additionally, I would like to ask you a few questions JLS as I am playing a No-Warp game of AIC.
* How the reproduction formula is working now? I couldn't find this information anywhere. And what about the Organic facilities increasing reproduction rates? (The Unknown Facility, perhaps Cloning Centers, are "producting" an additionnal million of settlers each turn, but I don't know how are working the others now)
* Can the AI use all the stellar components? I usually feel embarassed when taking advantages of these, when the AI might be not using then.
* Finally, are you supposed to be able to build a Starliner without a Population module? Instead of using this component, you could build a Basic Life Support and a Cargo Bay (to have a cargo space of 1025) which costs almost no organic.

My apologizes if these questions have already been raised. (And it is likely the case)
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  #676  
Old September 18th, 2003, 05:11 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
* Finally, are you supposed to be able to build a Starliner without a Population module? Instead of using this component, you could build a Basic Life Support and a Cargo Bay (to have a cargo space of 1025) which costs almost no organic.

I usually build such starliners for intra-system shipping. Population module allows you to fit supply bay and extend the range to the next system. Granted, it does not mater if you don't mind ships drift with speed 1
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  #677  
Old September 18th, 2003, 05:16 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
I usually build such starliners for intra-system shipping. Population module allows you to fit supply bay and extend the range to the next system. Granted, it does not mater if you don't mind ships drift with speed 1
Well, I suppose supplies are an important factor when the distance is quite far actually (An average Starline has 520 supplies and uses 36 supplies each turn, so you can travel for one year and a half before running out of supplies) I have to admit I have the nasty habit of creating nodes quite close one to the others, so it is usually not a matter for me, at least in the beginning.
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  #678  
Old September 18th, 2003, 05:31 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Another argument is if you always have to spend ornacis on starliners, Organic races will receive very big advantage.

Try to play with supply penalties, it makes game ,hmm, interesting
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  #679  
Old September 18th, 2003, 05:34 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
Another argument is if you always have to spend ornacis on starliners, Organic races will receive very big advantage.

Try to play with supply penalties, it makes game ,hmm, interesting
And the other point is that close warp points speed up the process of colonizing other systems, but also speed up any invasion. (It is quite annoying when an invading fleet made its way through four systems to your homeworld in a single turn )

I will try to play with this trait, perhaps now supplies will be much harder to find hmm... But before that, I need to be able to play AIC AND survive.
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  #680  
Old September 18th, 2003, 08:48 PM

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

Quote:
Originally posted by mottlee:
Thanks....Will give it a read
Mottlee if you have any questions post or Email, we would be happy to participate and help

That is what I did; I think I drove PvK nuts at times

Actually as I recall, Last year I sent him an Email with word that was 3 pages long he is truly a good sport

[ September 18, 2003, 19:52: Message edited by: JLS ]
__________________
&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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