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  #821  
Old October 5th, 2003, 07:26 PM

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

Quote:
Originally posted by Imperator Fyron:
quote:
not "changed event chance in Settings.txt to 100"% as this MAX and unrealistic setting may counteract with the -CBEC
Nope, all it will do is mean you have to hit end turn fewer times. But if you want to hit end turn a lot, go right ahead.

The purpose of making a 100% fate shrine was to see if you could get total protection of a system, which you apparently can not. From what I was seeing, you do not appear to get any protection at all. Hopefully it was a fluke and MM is not delusional with the "fix." The reduced number of events was to make a reliable benchmark.

I have no idea on the lucky trait, but I assume it uses the exact same code fucntions, just accessed from different places. Why write the same code twice?

JLS, I also agree with Fyron I don't think Aaron ever fixed the Fate Shrine either, I don’t know why Aaron said he did if he if he really never did.

[ October 05, 2003, 18:27: Message edited by: Grand Lord Vito ]
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  #822  
Old October 5th, 2003, 10:16 PM

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

Quote:
Originally posted by Grand Lord Vito:
quote:
Originally posted by Imperator Fyron:
quote:
not "changed event chance in Settings.txt to 100"% as this MAX and unrealistic setting may counteract with the -CBEC
Nope, all it will do is mean you have to hit end turn fewer times. But if you want to hit end turn a lot, go right ahead.

The purpose of making a 100% fate shrine was to see if you could get total protection of a system, which you apparently can not. From what I was seeing, you do not appear to get any protection at all. Hopefully it was a fluke and MM is not delusional with the "fix." The reduced number of events was to make a reliable benchmark.

I have no idea on the lucky trait, but I assume it uses the exact same code fucntions, just accessed from different places. Why write the same code twice?

JLS, I also agree with Fyron I don't think Aaron ever fixed the Fate Shrine either, I don’t know why Aaron said he did if he if he really never did.

GLV I believe the Fate Shrine works as Aaron and MM say it does, why is it that you feel it does not?

[ October 05, 2003, 21:17: Message edited by: JLS ]
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  #823  
Old October 6th, 2003, 12:54 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Even when I had the ability on -100, the events were equally distributed between 2 systems. They were not even distributed slightly differently.
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  #824  
Old October 7th, 2003, 02:39 PM

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

Quote:
Originally posted by JLS:
GLV I believe the Fate Shrine works as Aaron and MM say it does, why is it that you feel it does not?
I tested it with event chance 100%, 4 races and one system per race. I also removed alot of good and a few duplacate bad events from your beta event file to see if bad events would occur and they DID
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  #825  
Old October 7th, 2003, 03:07 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I think the problem is in your test, GLV.

The se4 Fate Shrine does work

[ October 07, 2003, 14:08: Message edited by: QBrigid ]
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  #826  
Old October 7th, 2003, 04:43 PM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

The only thing that could be wrong with his test is if he built a fate shrine in every one of those systems. If not, his test is perfectly valid (assuming he tried a couple games and hit end turn sufficiently long to get a good average). Have you run actual tests Qbrigid, or are you just saying that?

[ October 07, 2003, 15:44: Message edited by: Imperator Fyron ]
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  #827  
Old October 7th, 2003, 07:26 PM

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

Quote:
Originally posted by Grand Lord Vito:
quote:
Originally posted by JLS:
GLV I believe the Fate Shrine works as Aaron and MM say it does, why is it that you feel it does not?
I tested it with event chance 100%, 4 races and one system per race. I also removed alot of good and a few duplacate bad events from your beta event file to see if bad events would occur and they DID
GLV, there are many ways to test a file.
If I may ask you to consider the parameters of your test with this following example:

Lets say you are about to test a Tractor Trailer Truck.

Chance is the equivalent of the throttle. You may consider that setting the chance of 100%; may be synonymous of putting a Cinder Block on the gas pedal (FULL THROTTLE)

By removing some of the Events; this MAY be synonymous with emptying the Trailer and having a Lighter Vehicle for your test. (Less LOAD Distribution)

Now setting the Systems to one per Player; is synonymous with test-driving this Truck with Trailer, in a test track that ovals your (DOMICILE)

Lets recap your test:

1: At Full Throttle
2: Little Load in the back end and with out any good distributions.
3: That is with your House, home and family in probable harms way.

All this to test a simple brakeing system; that is synonymous with the simple –30% Fate Shrine.

Please try a 25 or 30% chance with the se4 stock Event file at default with an average but small Starting set-up. To test the -CBEC Fate shrine, you may see some effect.

[ October 07, 2003, 18:41: 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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  #828  
Old October 7th, 2003, 10:05 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Event chance 100 only means that events occur more frequently, so it takes less end turn clicking to rn tests. It has no bearing whatsoever on the Fate Shrine ability....
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  #829  
Old October 8th, 2003, 09:01 PM
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Default Re: AI Campaign => For a Challenging AI opponent

While i wait my printer to finish my Last work let me hare with other Users of AI Campaign MOD the modification that i did in the mod (redundant isn't it?):

I reduced the pop mass, allowing the starliner modules to transport 10M instead of the 1M of the MOD, and changed the starting maintenance of the empire from 100 to 25, reducing it a lot.

I found that, with these modifications, it was possible to have a faster game with AI Campaign, while i don't noticed any degradation of the AI.

I reduced maintenance beacuse in 9 time in 10 i'm beaten to death by AI empires that have lots of ships while i cant support a mere LC squadron of 10 ships....

Thanks again for this wonderful mod, it really changed the way i saw SEIV....
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  #830  
Old October 8th, 2003, 10:13 PM

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

Agreed, on Pop Transfer and early game Reproduction levels being slow and sometimes arduous in current AIC v3.02.

AIC v4.0 will have an answer to increased Population transfer and Reproduction Rates as a starting Human Player Advantage Option.
AIC v4.0 will also reduce the need for Starliners also as an Option and this all will not have need to change any Base Setting for AIC that most enjoy.

However:
AIC is based on MASS =1000 any change will have global effects.

Reducing the Maintenance numbers down is also the equivalent to not needing many Mineral Planets and sure, this works for you and it will make your game EASY.
However, I have already made avail options for you to increase your Productions with even other advantages as well.
In addition to any Trait Options, Characteristics and Culture Options you have choosen at pre game set-up.

Please lets look at the Numbers: an average 10 CL Squadron is the equivalent of
Average Level III CL = 1750 to 2000 per for a Total 17500 to 20000 Minerals.

Average (good) Medium Breathable Mineral Planet at 105% and all else even. With 16 Mining Settlement= 6750. With 16 Mining Colonies=9600 and with 16 Mining Complex=12800
Now introduce Industrial Centers and Industrial Complex above can increase as high as 30% upon 30% of that total. At level II, III and Level II respectfully may yield 14000 plus output of Minerals; from just one Medium Mining Colony in a well Colonized System. A Large Mining Colony would yield a Larger amount etc.

With this said, you only need One Medium and One Small Breathable Mining Colony (not even to count your Home World) to produce the required Minerals for just that Squadron.
Also to Consider your Trade Dividends with other Empires this is easily obtainable and to also consider there are many more Planets out there for you to still invest in, also to mention astroide minning, surplus resourse trading at your Trade Center or with a direct offer to another Race and/or pure intimadation to gain extra needed Resourses.

The Key is to Plan your Research to improve your Economy to be able to afford Ships and to maintain the building of Facilities, Cities and infurstructure to afford more Ships to gain control of more Systems to repeat this process
= = = =

The AI Players Fleets have a Make-up, that is not inclusive to any one Class of ship, so it is rare you will find the AI with 10 Light Cruisers.

With a drastic cut in the settings and with the current always upgradable AIC Engineering Section Component and the AIC Maintenance Facility for the Human Player; sure it will be easier and quicker for you to achieve 20 Cruisers with a few Carriers and you should ROCK. In addition, if you wish to capture planets; this is further an investment that you have made expeditious, this also pertains to the increased resources to have for many BSY's, SSY, Defence Bases, Repair/Support Ships and etc - not to mention Stellar Manipulations and or Tectonics Vessels… With the less demand for Resources, you can now build many Intel Facilities with an off balanced attack on the AI, research for you should now be at an unbalanced ease, etc.

A reduction or change in base AIC settings will change the Balance, and the game may be come redundent from game to game when margins are widened.

Please utilize the supplied Starting AIC Human Player advantage Trait options and any or all MP Point bonus to add to your Character, you will achieve an advantage in the game and you may have that "Dream Team" with out the worry about semi permanent DATA changes.

= = = =

The goal for AI Campaign is for any one AI Player to beat any Human Player 4 out of 10 times.

As it is now, with AIC v3.02
At AI Bonus NONE: most of us beat the AI 90% of the Time.
At AI Bonus LOW: most experienced Players beat the AI 60% of the Time.
At AI Bonus Moderate: very experienced Players win about 30% to 40% of the time and it is near impossible to beat the AI with a poor start.

AIC Version 4.0 is expected to inadvertently increase Human Player results for victory in all but High AI Bonus games; also to reduce some of the current Human Player Micro Management with AIC.

High bonus is reserved for some to most multiplayer Games that may include only one or possibly two AI major Players, certainly just Neutrals.



[ October 08, 2003, 23:16: 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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