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  #681  
Old September 18th, 2003, 10:05 PM

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

as Originally posted by oleg:
Quote:
In MiddleAge map I seldom have a system inside 30 LY radious and earlier reserch of SM II is too costly IMHO.
Agreed, although AIC facilitates the Open Warp opportunity at level One and two, it does require an increased investment to back door a distant opponent from a higher levels
With some additions of new maps, and with QB along with others recommending that initial open warp radius to be increased by 1 LY for AIC 4.0 it is proposed.
AIC 4.0 proposed changes
SM I ~ Increased from 3 LY to 4 LY - AI Players has no opertunities.
SM II ~ Increased from 5 LY to 6 LY - AI player also at 6 LY.
SM III ~ Equals se4 first Open Warp of 10 LY - AI Players also at 10 LY

In addition, some Players may prefer to play AIC No-Warp with the [Technology Cost] start option to LOW for a change in pace.
- - - -

Quote:
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
Clarification AIC Star Liners move at Speed:
Small StarLiner starts at Speed 2 then Speed 3 at Quantum Engines I. Cargo Potential is 1100kt
Medium StarLiner Speed 2 with Contra Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 2100kt
Large StarLiner has Speed of 2 With Photon Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 3100kt

In addition, with Propulsion Experts also as one of your trait all speeds will be increased by one sector traveled
- - - -

Quote:
Another argument is if you always have to spend ornacis on starliners, Organic races will receive very big advantage.
Agreed; and to also consider, this to offset by the condition that the Organic Races only have one Replicant Center that reproduces at one pop per turn as opposed to the three levels in se4
- - - -

Quote:
Great ! This Veneration stuff is awesome. Gives a lot of material for roleplaying your race
Thanks, it still needs to be refined and tested in conjunction with the final Events file.

[ September 18, 2003, 21:54: Message edited by: JLS ]
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  #682  
Old September 18th, 2003, 10:38 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
...
Clarification AIC Star Liners move at Speed:
Small StarLiner starts at Speed 2 then Speed 3 at Quantum Engines I. Cargo Potential is 1100kt
Medium StarLiner Speed 2 with Contra Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 2100kt
Large StarLiner has Speed of 2 With Photon Engine I then Speed 3 at Quantum Engines I. Cargo Potential is 3100kt

...
[/quote]

Oh, no, that my comment was about building cheap starliners with no Pop. module that can make long travels with speed 1 instead of 2 because of "auto speed =1 when out of gas" SE feature.

I don't think it can be rectified but I am perfectly happy with current AIC starliner design.
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  #683  
Old September 18th, 2003, 10:57 PM

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

Quote:
Originally posted by oleg:
I am perfectly happy with current AIC starliner design.
Thanks

[ September 19, 2003, 00:20: Message edited by: JLS ]
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  #684  
Old September 18th, 2003, 10:57 PM
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Default Re: AI Campaign => For a Challenging AI opponent

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

LOL I will remember that (you too when i send YOU a 3 pager
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  #685  
Old September 19th, 2003, 12:29 AM

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

as Originally posted by Alneyan:
Quote:
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)
100 Minefield is solid against the AI; until that, AI Player acquires many destroyers and certainly a few Fighter Carrier's of any nature in a fleet that would attempt a pass thru your minefield.

It is always wise to have a Mixed bag of Satellites to help defend along with your Minefield. Certainly with this AI, and as with playing against Human Players; you will be the constent need to shore up this static defensive position with a Fleet, Carriers, Fighters and Bases even Drones at your ready; as time passes and your opponent also gets stronger
~ ~ ~
With AIC 4.0 as discussed earlier; the AI Player will have less effect with mines and will be subjected to more of our cruelty

It is also planed to Implement Suicides Junkies suggestions in regards to Mines in general. However the trusty Human Player Minesweeper will still be in play
- - - -

Quote:
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.)
Thank you. However, please pat your self on the back Alneyan; this was based from your premise

With out the CBEC on their CC for the NON-Religious Human Players Home System, this may have some interesting results if the Hero’s Epic is not used.

Agreed 90 for high, it may just be AIC 4.0 High Event setting, the Human Player can throttle this back with a heroes Epic, if and where desired. This also may be a good setting for the SP Human Player that wishes to start with 18 plus total in-game Players.
Other wise Medium of 50 will give a good and moderate frequency for events that also could be throttled up with a heroes Epic, if and where desired
- - - -

Quote:
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)
This is a good is a good question…
O my Heroes Epic it will take a lot of recall to put all this in perspective. We did discuses this many months ago I will put together a rudimentary presentation together. With that, I do expect you to pick it apart so we all can address some of the modifiers. How we perceive they may quantify and how one facility may now supercede that facility but that’s ok because the superceded facility has this neat thing that may benefit all. However, this is only as long as that facility is built, but then again, if or when this is done the modifier will be ~ ~
- - - -

Quote:
* 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.
Absolutely, do what you will With the exception of WARP CLOSE; the AI Players handles most stellar Manipulations very well, in AIC…
Actually, it gets upsetting when they convert that asteroid to a planet and then rush their colonizers to them. When you see an AI Planet Creators in your Asteroid belts, start building Colonizers. Alternatively, just attempt to capture a few if the prize warrants this.

Additionally, for example, your static defenses have been constructed and well prepared for some time now then all of a sudden some Science or Engineering AI Player opens a back door and alas, the flood gates are now opened; with this the may-day klaxons are sounded for the total recall of the fleet to protect the mother land

If you plan on Blowing up one of their Planets or a Star with tectonics; you will barely have enough time to do this with most or their older and well established systems, and it is very doubtful you will succeeded at the AI Players Home System.
In addition, as the game progresses it will become more and more difficult for the unscrupulous Human Player to Systematically close your friendly and trusting AI Players Warp Points, and Late in the game it may be come difficult to open alternate warp points to their Systems.

This list can continue but lets save a few more surprises for you; from this AI

Quote:
* 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.
Yes, there are a few configurations for the Star Liner Hull.

1: For Population Transport and comfort: With the Pop Module that will also serve as the ships Life Support.
Please Note: Population Module is designed with a cost intent as to demand the need to establish Organic-farming Planets to continue and/or accelerate your growth.

You may have 1 Supply Storage or even better most players install 1 Solar Collector with this you will travel almost any distence or add some additional Cargo space there may even be a few more options as well.
AIC 4.0 will also introduce a RAM Scoope

2: As a freighter: With no Pop Module installed and just the basic Life Support installed; you have all the options above. With the benefit of 975kt to nearly 3000kt of minimum cargo space (depending on Starliner Hull size) to haul any freight without the mounting costs of Organics from the Pop Modules…

Transport Hulls, with the right Cargo tech level and for the right price, make for a great Population carrier. They will also get you there much faster.

Sat, Mine Layers and Dome Launchers that are not tasked; also make for a great Cargo Ship.

[ September 19, 2003, 00:57: Message edited by: JLS ]
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  #686  
Old September 19th, 2003, 01:00 AM

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

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

LOL I will remember that (you too when i send YOU a 3 pager
I will look forward to this Mottlee
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  #687  
Old September 19th, 2003, 02:10 AM

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

Quote:
Originally posted by Alneyan:
(It is quite annoying when an invading fleet made its way through four systems to your homeworld in a single turn )
Did you open warp points over your Home World

The AI Player uses the same engines as the Human Player, and basicly Travels at the same speed with most of its warships.

There are a few ships for example: Colonizers and Transport that have been given or have retained default speeds so they may make way thru Black Holes and other stellar obstacles more efficiently
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  #688  
Old September 19th, 2003, 04:19 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by Alneyan:
(It is quite annoying when an invading fleet made its way through four systems to your homeworld in a single turn )
Did you open warp points over your Home World


That is a part of roleplaying the non-connected game I think. You have no idea about any aliens, you just build a new and fascinating device. Of course you would try iton low Earth Orbit

Only a true paranoic would tow it to Mars first

I certainly won't - I just can't wait another month to see if the bloody thing - that costs a fortune - works
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  #689  
Old September 19th, 2003, 04:30 PM

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

Yes, that is a typo in the description, and is a result of me making changes when tweaking a previous release and not changing that description accordingly.

Makinus thanks
Good eye, if you find any more description off; please post or Email so I may be sure this was attended to for AIC v4.0.

John
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  #690  
Old September 19th, 2003, 04:56 PM

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

Quote:
Originally posted by oleg:
Only a true paranoic would tow it to Mars first
I see what you mean.

However, opening warps a to a few opponents that leads back no mater how many systems, directly over your Home World only makes for a Last stand and that will be so much easer for your opponent and less time for you to recover or even diplomacy; as your HW may become Blockaded or even captured. With few to no options left.

Not to mention if this was just a recon in force from a friendly AI Player, the damage is done, he did not know what was on the other side of that Last warp, tif he could only say “well sorry about our ships attacking your Home World” >”it not to late for a trade agreement is it”

If you open Warps over your Home World and then stack Warp points in other system; theoretically your opponents can attack in one turn from the other side of the map to your Home World in one turn with no worry about its fuel supply.
Repeating the worst case, but very possible scenarios above.

As it is today with some successful military doctrines, you may consider a blocking, diVersions, and or holding actions. Before contact and well before your opponent can approach your best terrain.
= = =
A possible strategy; but may come back to bite you. With first contact, maybe if we give a new friendly or serine AI Player the copy of your Home System Charts, as a token. He may avoid your HS with a large force if it knows what it is, this may be worth a try if you find that the above scenarios may come into play

[ September 19, 2003, 16:18: Message edited by: JLS ]
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