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  #71  
Old April 8th, 2003, 10:37 PM

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

Yeah, there are more description type-Os, that need fixing, Q-Brigid is helping us with this.

I removed the Base Repair Bay component; Maint Modifier and reduced the Cost back to basic se4, this resolves the maintenance stacking issue we had with the Yard and the Repair Bay.
I tested it and that works fine again.

This also reduces the build time for the Human Player for forward Repair Base Stations back to normal, something I did not originally want for AI Balance, but it will also address PTF’s scenario some what..

Thanks on ECM VII, it will be resolved.


[ April 08, 2003, 21:48: Message edited by: JLS ]
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  #72  
Old April 9th, 2003, 04:00 AM

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

also i just noticed that temporal spaceyard facilities do not have supply generation whereas the normal ones do. no wonder my colonies cant refeul the ships but my homeworld can. it is still using the regular spaceyard but after i gained temporal spaceyards all of my colonies started being built with temporal spaceyards. time to build spacedocks.

[ April 09, 2003, 03:02: Message edited by: desdinova ]
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  #73  
Old April 9th, 2003, 05:18 PM

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

I did not test the Temporals. I spoke with Steve here in our LAN group, who plays and tested the Temporals and he thought Temporal Space yards were Power Full enough.

(afterthought) Steve also adds, the Population to support a Temporal yards production and the Time to build at Colonies would be a very large investment and Homeworld only was the most logical. Also by the time you reached temporal yards, a City (space dock included) may be built at almost the same cost.

Also by adding a Resupply Depot to the Temporal Yard this would add more cost; on an allready long build.

What are your thoughts on this?

[ April 09, 2003, 18:11: Message edited by: JLS ]
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  #74  
Old April 9th, 2003, 05:41 PM

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

AIC Supply and Resupply

All Cultural Centers on the Home World as well as Cities on up; all have an inherent Space Dock for resupply.

TIP: The Space Dock and Distribution Center on the Home World are expendable Facilities and can be scraped for any other facility of your chosen.

Some Examples are:
Early Trade Center
Resources and/or Research Production facilities
Combat Command Center
Maintenance Facility
System Ship or Resource Scanner
Computer facilities
Planet Engineering facilities
Racial facilities
Many more.



[ April 09, 2003, 17:12: Message edited by: JLS ]
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  #75  
Old April 9th, 2003, 08:54 PM

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

it takes about 3-5 years to build a temporal spaceyard depending on how many starliners i have going to a planet to increase population. i agree that the increased production and repair capabilities do make up for the resupply. i have no problem with building spacedocks or cities.
i just thought it was funny that i had just figured out why my colonies were not resupplying my ships, after all this has been out for a while now.

edit: regarding the starbase mtc costs. i was thinking that instead of removing the mtc reduction of the repair bays just reducing the mtc bonus of the starbase from the 75% it is back to the 50% the description gives. PTF was talking about the planet based yards not the ship/base yards in his message i believe. i kinda agree that the planet based yards should have a higher repair ability than just one. but then again you do have the system mtc facility that offers a repair of 6. it just takes time to get to it in research.

[ April 09, 2003, 20:00: Message edited by: desdinova ]
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  #76  
Old April 9th, 2003, 09:00 PM

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

Actually, I don't think there is any balance issue if we add one, Steve’s main concerns was the added cost of the depot…

I think the Resupply Depot should go on, but I rarely play Temporal. What would you say?

[ April 09, 2003, 20:02: Message edited by: JLS ]
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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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  #77  
Old April 9th, 2003, 09:06 PM

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

it doesnt bother me either way. the spacedock and other facilities are things i will eventually put on anyway because of their other abilities. to me a ship would refeul at a spaceport more often than a repair/spaceyard facility though. at least thats were we would go in traveller and star frontiers.

edit: as much as i like all in wonder facilities i dont think that it is necessary to add it. makes the players have to make choices, and that is part of the fun.

edit2: regarding organic races. any chance of making comparable component for them but requiring organics instead of mineral. i tend to play temporal and organic with the occasional crystal thrown from time to time. i would be glad to help with this.

[ April 09, 2003, 20:11: Message edited by: desdinova ]
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  #78  
Old April 9th, 2003, 09:15 PM

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

Quote:
Originally posted by desdinova:

edit: regarding the starbase mtc costs. i was thinking that instead of removing the mtc reduction of the repair bays just reducing the mtc bonus of the starbase from the 75% it is back to the 50% the description gives. PTF was talking about the planet based yards not the ship/base yards in his message i believe. i kinda agree that the planet based yards should have a higher repair ability than just one. but then again you do have the system mtc facility that offers a repair of 6. it just takes time to get to it in research.
Agreed, on the time involved to build yards and the way the Repair Base Stations is now.
In the next upgrade Base Repair bays will be at se4 default and then much faster to build.
~
The premise for lowering the repair ability on Planet Yards are 4 fold.

1: AI does not use repair well; evens things out a-bit.
2: Encourages building base Repair station at home.
3: Increases the Human Players options and choices in the forward Colonies.
Example: Planet Yard, now do I go with a BSY or RBS.
4: Low Repair Char. Is no longer a give-me.

[ April 09, 2003, 20:18: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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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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  #79  
Old April 9th, 2003, 09:19 PM

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

in one of my present games i am cheating. i made the racial abilities cost 0 and have selected all the racial abilities plus emotionless, but have not increased any of the abilities so they are all at 100%. i am doing this to see how all the different techs work without having to start new games. it takes forever to research all the racial techs but it is giving me a better understanding of how everything compares. normally i just read the text files but thig gives me a much better feel for the components and facilities. it has shown me that other than the weapons and armor that there is not much for organic races.
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  #80  
Old April 9th, 2003, 09:24 PM

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

Originally posted by desdinova:
Quote:
edit: as much as i like all in wonder facilities i dont think that it is necessary to add it. makes the players have to make choices, and that is part of the fun.
Agreed,
What do I build in this new System first:

Space Port, then upgrade to Distrubution Center
Resupply Depot then upgrade to Space Dock
Resupply Base for protection
Space Yard with resupply depot
Colonial Comunity
Quote:
edit2: regarding organic races. any chance of making comparable component for them but requiring organics instead of mineral. i tend to play temporal and organic with the occasional crystal thrown from time to time. i would be glad to help with this.
The AI has a problem keeping up with Organics as it is. How do you feel about an increased burden of added Organic maintenance; as a Human Player?

Quote:
i would be glad to help with this
Absolutely , the LAN group is off playing Sahara’s Creasers like, China game now.
So little help from them at this point.

[ April 09, 2003, 20:47: 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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