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  #851  
Old October 19th, 2003, 03:20 AM
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Default Re: AI Campaign => For a Challenging AI opponent

The major difference between AIC and Proportions is the special AI technology in AIC. In Proportions, all technologies are available to humans and AIs alike. Otherwise gameplay is very similar.
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  #852  
Old October 20th, 2003, 08:19 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Oleg I am haveing a hard time beating the AI at low bonus. Do you have any suggestions?
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  #853  
Old October 20th, 2003, 10:44 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
Oleg I am haveing a hard time beating the AI at low bonus. Do you have any suggestions?
I have a hard time too But that's the idea, right ?

It is hard to give a generic advise, it all depend on game setup and opposite races.

Currently, I am in love with missiles (seeking parasite rules !) on a largest hull available. However hard JLS (and other guys) try to optimise AI, the rigid structure of AI files can not adopt to either generic beam ships or dedicated missile hoards.

Even if AI has a numerical advantage, the generic narure of ship designs spread PD fire and stacks of 3+ missiles can get through.

Also, unless I am fighting crystalline race, advanced emmisive armour is a good protection agaonst pesky frigates and fighters

[ October 20, 2003, 21:47: Message edited by: oleg ]
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  #854  
Old October 21st, 2003, 05:47 PM

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

Quote:
Originally posted by oleg:
BTW, JLS, any provisional date for 4.0+ ?
I'm bored playing 3.2 no-warp points games
!!! SOON !!!

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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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  #855  
Old October 22nd, 2003, 01:44 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Using the AI Campaign. Made a new race out of the Cue Cappa found in the MOD. New race homeworld has no facilities?! What did I do wrong?
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  #856  
Old October 22nd, 2003, 02:27 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by pathfinder:
Using the AI Campaign. Made a new race out of the Cue Cappa found in the MOD. New race homeworld has no facilities?! What did I do wrong?
Nevermind, fixed it.
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  #857  
Old October 22nd, 2003, 12:03 PM

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

Quote:
Originally posted by QBrigid:
I am haveing a hard time beating the AI at low bonus. Do you have any suggestions?
Go to Ship Yard tech 3 as fast as possable then upgrade BSYs and Planet shipyards.
Missile weapons are very good early until you get good sensor Lvl 3 and beam weapon levels 2 or 3 should do it.
Mines only help very early in the game so do this soon. You mist go with 100 lvl 2 MISSILE sats with one PD on each to kill the AI fighters as soon as you can over the warp points.

JLS, is AIC v4.0 going to be out this week or next.

Pathfinder, remember to give the AI 1-3 traits in their general file and when modding AIs in AIC that they grow in relation to Ship Construction so it is best to space this out over there research file.

[ October 22, 2003, 11:14: Message edited by: Grand Lord Vito ]
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  #858  
Old October 22nd, 2003, 12:17 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Sorry it took so long to reply to my Strange Tact Combat Question.....It was a matter of the ships being out of supply.....Lord help me..sometimes im just not so bright! Thanks for the replies.
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  #859  
Old October 22nd, 2003, 11:26 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Grand Lord Vito: I just copied existing AIC races so hopefully that won't be a problem. Not changing much except weapon names to co-incide with Pax Empieria and same with races and their files.
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  #860  
Old October 24th, 2003, 08:05 AM

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


=======================================
AI Campaign V4.0 UPGRADE
=======================================


Conceptual:
New Event file with good and bad events; and a Default high zip file that operates at 84% High Event Chance frequency for an ever changing universe. Settings of 100% is Possible without the Heroes Epic or a Cursed starting trait.
Added additional Random events with images.
New 6 varied Event file zip options.
Tweaked Finite Economics Module.
Tweaked AI Balance Module.
Tweaked AI Player Minesweeping - Mottlee
Reduced AI inherent Minesweeping.
Tweaked Strategic and Tactical Fighter Module.

TECH:
New Tech Veneration.
New Tech Immigration.
Tweaked some additional Techs.

Facilities:
New Facilities Debarkation Depot.
New Facilities Heroes Epics and Faith Shrine.
Increased Climate Control Facility values, Alneyan.
Tweaked Nature and some Planet Utilization Facilities costs ~Oleg
Lowered Costs and increased capacity for Resource Storage Facilities ~GLV & Oleg
Further tweaked Planet Utilizations.
Tweaked many Facilities.

Vehicles:
New Frigates now can have 5 Engines.
Reminder that Fast Colonizers also can have 4 Engines.
Revised Freighter Cargo Capacity.
Tweaked small ship maneuverability modifiers for increased specialization.
Human Players Fast Frigates have gained an extra engine.
New Deep Space Supply Base.

Components:
New Ram Scoop Components.
Emergency Propulsion Fix ~ PTF
Corrected some Roman Numerals 3 ~Spoo
Revised Solar Sails ~Spoon
Revised Fighter and Sat Armor ~Oleg
Tweaked many Components.

Intel Projects:
New 2 varied Psychic Intel Zip Options.
Revised and tweaked Psychic Intel Projects and Intel Facilities.

Quadrant Maps:
Open Warp distances for Stellar Manipulation 1 (3to4)(5to6) ~QB
Added/or tweaked Centurion Systems for all quads.


Interface:
Corrected many Typos.

Notes:
Revised order for Random Events ~Oleg
Revised Happiness File ~Fyron
Refugee Images ~Oleg
Some additional AI Player med and late game growth tweaks
Non Psychotic AI anger levels adjusted to be more tolerant to the Human Players with this Version.
Adaptations from PvK's Culture Mod.

Human Player may mix options below.

NEW~Trait Human Player option 1 (O1*) Human Players Advantage: Resulting in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option.
~Trait Human Player option (O2) Human Player - Advantage for a Balance: That will result in a Better all around Home World.
~Trait Human Player option (O3) Human Player - Excellent Advantage: For a much higher Proportions of Resources (not recommended for Finite Games).
~Trait Human Player option (O4) Human Player - Results in a game requiring more logistics.

~Players may also add (mp1 thru 3) for Handicapping for Multiplayer. MP1-3 May also be used in Solo games, great for a Dual Race Bonus.
~Trait Human Player option (SF) Human Player - Terminal Advantage: Strategic Fighters(gives Fighters System move capabilities)
NEW~Races that you wish not to start your next random game; Place in the [Pictures folder/Race removed from play folder].

= = = = = = = = = = = = = = = = = = = = = =

AIC v4.0 is a stand alone and full upgrade.
Download size (4.07 meg)


(>>> AI Campaign v4.0 <<<)

[ October 24, 2003, 07:37: 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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