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  #781  
Old September 26th, 2003, 01:59 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

HI Devin Bass and Welcome to the Forum

Try this for your next NEW GAME settings:

Player Settings: Starting tech Level MEDIUM. You will start with most the early Tech tree including destroyers. Level high will give you a Home World like se4 and tons of Tec's to mess with. It will be more of a death match against You and the AI, but what ever floats your boat
I play MEDIUM settings if I want a to end a game sooner, it cuts out most of the early builds

Technology: Set to LOW, you can research Tec's much faster.
I like this for No-Warp or not all warp games. It also works well in any style game

I agree with Mottlee, I also like the building up to the crescendo.

[ September 25, 2003, 14:29: Message edited by: Grand Lord Vito ]
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  #782  
Old September 28th, 2003, 07:13 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

What is your favorite quadrant type for a non (or semi-) connected, finite resources setup?
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  #783  
Old September 29th, 2003, 02:21 PM

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

I would have to say the CENTURION RUINS Quad is my favorite AIC MAP. I regenerate this map first, and then I play with Low, Medium, or High amount of Computer Players in the start settings; depending on the Centurion map that was just generated. When playing Finite I prefer playing (Not) all Warp Points connected to that of No-Warp games, because there is a chance of a friendly neighboring Neutral Player, although on rare occasions I have started neighboring with another major AI Player.

Any of the Quad Maps are also good for a No-Warp or Not all Connected located in the upper portion of the Quad Map Menu.

PTF, would you suggest, or do you have any ideas for an enhanced Finite map, that can be used in many situations to be added to AIC?



[ September 29, 2003, 13:42: Message edited by: JLS ]
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  #784  
Old October 1st, 2003, 03:05 PM

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

I know, unbelievable the amount of Event hits you get when the Players become fewer and the Event Chance is set at high pre game settings and this can be a problem.

If a Player wants more good and bad events, but not to be overwhelmed in the late game.
Maybe it would be a good strategy to start a game at a Moderate chance setting (or just have High around 60% in the Settings file) then build the plus chance Heroes Epic for the early game and as the other Players die off, scrap that Facility for the minus chance Epic

[ October 01, 2003, 14:29: Message edited by: JLS ]
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  #785  
Old October 1st, 2003, 04:20 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
If a Player wants more good and bad events, but not to be overwhelmed in the late game.
Maybe it would be a good strategy to start a game at a Moderate chance setting (or just have High around 60% in the Settings file) then build the plus chance Heroes Epic for the early game and as the other Players die off, scrap that Facility for the minus chance Epic
Something in the concept still makes me feel uncomfortable with the good events, balance-wise. If I refuse to build Heroes (or if one AI race does not build them), I would be cursed if all other races pave their systems with +Heroes, because this increases my event per hit chance by almost 100%. I think, either the event per chance modifiers should be removed completely or the good events should be removed to keep the hardcoded intention of this issue? I mean, good events is a nice idea, but if the hardcoded situation does not support this idea, it will be hard to find workarounds for all aspects, AI- and balancewise. Just my thoughts at the moment, don't be offended, I like the ideas, but ...
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  #786  
Old October 1st, 2003, 06:25 PM

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

In regards to the Event modifiers and with respect of the -CBEC Epic this is Identical to the existing FATE Shrine but will be in play by all races
However, +CBEC is another matter and agreed, this needs to be well tested for function and so far so good, have you seen something with the +CBEC, PTF?

The consensus is that most Players want a combination of good events and bad events to remain for AIC. Therefore, it seems that the Default events file will include both good and bad.

However, others do not want this expanded on. So there will be 3 quick and easy overwrite ZIP file folders for the alternative so that ALL players will have what they want…
A: se4 Classic Events,
B: (new Default AIC good & bad)and
C: my favorite; AIC good and very bad Events. All to include Settings overwrites as well to reflect the appropriate chance settings.

The AI Players WILL be programmed to deal with any Event File option that is listed above, this has been completed and tested ands tested 90% with 8 Players and 2 Ntrls with good results from the current AIC v4.0 default Events file.

So far the Hardcode has not been an issue for the events them selves with Basic Good/Bad event selections in the mix, other then actual occurrence percentages decrease as the number of Events available increases, that I have seen in any way in the Last several weeks.

The only issue that we need to really put behind us; is whether se4 will critical error overtime with multiple plus CBEC readings.

Some other hard code Error questions and or functions.
When a Random warp is opened or Closed with a prevention facility is in play, this seems to be OK, but getting the warp to event open is rare indeed. Their is also other examples but we seemed to be past them and resolved or it will just not be included in the default AIC Events file.

[ October 01, 2003, 19:03: Message edited by: JLS ]
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  #787  
Old October 1st, 2003, 06:40 PM

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

The initial chance numbers ranging near L40 M60 H90 posted by us is NOT likely going to be the AIC default.

Low will absolutely be 10% or 15% tops, when players want low event frequency they will get low frequency, with no real need to build any Epic Facility to modify the event occurrences. But there options still will be open

Medium will range in-between 20 and 40% at or under a 30 % there is no need to build a –Epic but there may be the need to build the +Epic since most players are requesting this to be set at 50% default.

High really sounds good and currently plays very well at 90% when you are Playing a game against 15 or more Players; but when they start dieing off then frequency becomes nightmare for the HUMAN Players. Therefore, the logical default HIGH setting will be 40 to 60% so the –Epic (or Faith Shrine) will have the Players desired frequancey effect on event occurrences when players die off.

[ October 01, 2003, 18:01: Message edited by: JLS ]
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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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  #788  
Old October 1st, 2003, 08:01 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
High really sounds good and currently plays very well at 90% when you are Playing a game against 15 or more Players; but when they start dieing off then frequency becomes nightmare for the HUMAN Players. Therefore, the logical default HIGH setting will be 40 to 60% so the ?Epic (or Faith Shrine) will have the Players desired frequancey effect on event occurrences when players die off.
My understanding of events frequency and events distribution is about this: You can not modify the overall number of events in the galaxy by Epic or Faith Shrines, this should be a fixed frequency given by the event frequency setup. With Epic facilities you should be able to modify only the occurrences frequency in the regarding systems, which will be neutralized if every system gets the same modifier. Players with the highest lucky modifiers will only push the events to the more cursed players, but the sum of events will remain the same. If every player has got the same modifier in all of his systems, the events should happen in the same way as if there would be no modifiers at all.

[ October 01, 2003, 19:03: Message edited by: PsychoTechFreak ]
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  #789  
Old October 1st, 2003, 09:06 PM

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

Originally posted by PsychoTechFreak:
Quote:
My understanding of events frequency and events distribution is about this: You can not modify the overall number of events in the galaxy by Epic or Faith Shrines, this should be a fixed frequency given by the event frequency setup
Correct, the Settings Data File will have the overall BASE numbers (not fixed) at these proposed percentages for all System in the Quad.

Low Chance = 10% as was AIC v3.02 settings with many good events added (no harm here)
Medium = 30% up 10% from AIC v3.02
High = Undecided but most likely this will be around 55% Chance
= = =

The AIC v4.0 Default Events file Severity Categories:
Low won’t even have -5 Planet Condition or –20 PV events they moved up to medium events but low also will have many low end good events.

Medium will have (NO) scalding events and many good events. The Rebel, -10 PC etc. and Warp Close are or have been gone. Warp Close/Open and Rebel is now just in High and Cat as it was. -10 PC and -40 PV is out of the game for now.

High will have most the usual AIC 3.02 Events with a few GREAT new good events.

CAT will have most the usual AIC v3.02 Events with 2 Spectacular and new good EVENTS.
- - -

Quote:
Epic facilities you should be able to modify only the occurrences frequency in the regarding systems, which will be neutralized if every system gets the same modifier.
Basically.

However, with this example I may explain better:

Lets say the Settings file is set for medium 30% and the Human Player choices Medium Event Frequency at the pre-new game settings EVENTS menu.

Therefore, the base is now 30% Chance that an event will be called from the se4 hardcode protocols.

Please note, the Players Can alter this if he/she desire up or down for each system.
By the Epic Facility that if or when be built in that System.

For example the Home System may want the –40% Chance Facility
Where none may be wanted in another established System.
However there WILL be a strong desire to increase the CHANCE for a Friendly roll or that deadly roll for the Random GREAT to Spectacular Event with a +Epic of 20% in that newly Colonized system.

Or the MED 30% base may be to boring at that point in there game for some players and they may desire to increase the Systems chance with a +Epic.

Players in the game may realize that the High setting of 55% was fine and very exciting for 15 Players. But now its down to 7 survivors and they are worried about the increasing frequency of events being dispersed now only over 7 players instead of the full 15 starting Players. I believe they will definitely want the -CBEC and start building the –40 Epics in almost every system, to be sure as the survivors get even fewer and the discernments are handed out to you and a few.
- - - -

Quote:
Players with the highest lucky modifiers will only push the events to the more cursed players
Lucky (under another title and will be FREE in AIC) may be desired by a Player and it will represent 50% fewer events, this is good for a Multiplayer game and the Majority want the pre-game Event setting higher then you would like them to be.

Cursed (under another title in AIC) may be desired, if the majorities in a Multiplayer game want the Events LOW and then this will be FREE to you if you want a possibility of increased events for your Character Race.
- - - -

Quote:
, but the sum of events will remain the same. If every player has got the same modifier in all of his systems
True, only if a Epic or even the Fate Shrine is and was never built in that System, or one believes the Fate Shrine was never fixed by MM or just has no faith.

However, the overall SUM to include the different modifiers from the Epic or Fate Shrine will change the results of the overall in System Events when built; if all else is true.
True?

EDIT: Added
REFERENCE

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

= = = =

Version History for Space Empires IV
Version 1.66:
8. Fixed - "Lucky" racial trait was not always working.
9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence
Chance - System" were not always working.

= = = = =

================================================== =====================================
GAME SETTINGS DATA FILE ~ AIC ~ 4.00
================================================== =====================================

================================================== =====================================
*BEGIN*
================================================== =====================================

Allow CD Music := FALSE
Use Old Log Political Message Display := FALSE
"~"
"~"

[ October 01, 2003, 20:36: 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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  #790  
Old October 1st, 2003, 09:33 PM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

JLS, not quite. The chances for events in Settings.txt are not chances for a system, they are instead simply the chance that an event will occur on any given turn. A random event is not called for in any particular system; it is generated separately, and then a target is chosen after the event is generated. Once the event occurs, then a random system, planet, ship, etc. is selected as its target. Without any modifiers, all systems have exactly identical chances of being hit. Those numbers are indeed fixed for the entire game (unless you change the file mid-game, of course). No facilities can have any possible affect on them. All that the facilities do is fiddle with which system gets hit, not with the chances that an event will occur.

[ October 01, 2003, 20:35: Message edited by: Imperator Fyron ]
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