|
|
|
|
|
October 25th, 2003, 01:35 AM
|
Sergeant
|
|
Join Date: Feb 2003
Location: USA
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Sweet job JLS, looks like I will be playing AIC all week end. Nobody should miss me at work today
|
October 25th, 2003, 01:40 AM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
[b]
NEW~Races that you wish not to start your next random game; Place in the [Pictures folder/Race removed from play folder].
|
BAD idea - SEIV MUST have at least 20 races in pictures folder. If it has less than 20, weird things can happen !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
October 25th, 2003, 01:58 AM
|
|
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
I think maintenance numbers are fine - if you spend 500 points, upkeep of 1K ship goes from 100 to 95 -> reduction by 5% -> your economy is better of by 5% in minerals, radio and organics. To get the same effect by raising production bonuses, you should spend points to buy 5% in all 3 categories.
|
It only works when you are under threshold though. (That is, before 108) After that, you will need 1500 points to have a relative reduction of 5% of the upkeep. So here are the numbers for and after threshold:
* 800 points for a reduction of 0,8% of upkeep, you would need 1000 points for a reduction of 1,0% of the upkeep. A ship costing 100 mineral every turn would then cost 90 mineral.
* 1500 points for a reduction of 0,5% of the upkeep, and you would need 3000 points to have a reduction of 1%. Your ship costing 90 mineral would then need 80 mineral every turn.
You would therefore need 4400 points for having a relative reduction of 20% of the upkeep. (8X100 for 108 and then 12X300 after 108)
On the other hand, you only need 500 points to have a +20% in mineral, organics or radioactives. 1500 points for a global improvement of +20% then, although organics are usually not that useful. These figures are still before threshold, which is at 120. An increase of 1% requires 25 points.
At this moment, you have virtually the same effect for almost 3000 less points.
Now after threshold, at 120:
* You need 60 points to increase your mineral production by 1% => 1200 points for an increase of 20%
* You need 50 points to increase your organics/radioactives production by 1% => 1000 points for an increase of 20%
* 3200 points then for a global increase of 20%, although once again, organics aren't that useful.
So for 4700 points, you have an increase of +40% of your production, while on the other hand, your maintenance costs may be reduced by 20% for 4400 points.
However, I have yet to take into account the cultures. Although it seems like the Worker culture helps more production than maintenance, and so won't change much. Before I digress even more, are my calculations credible for you JLS or am I forgetting something essential? I mean, there may be a flaw in the reasoning. (Silly maths)
EDIT: About your example Oleg, you need 500 points to reduce upkeep by 5% (100 => 95), but you only need 375 points to increase resource production by 5%. So even there, increasing resource production is cheaper. (For instance, in one case, you pay 95 mineral upkeep and produce 100 mineral, in the other case, you pay 100 mineral upkeep and produce 105 mineral)
[ October 24, 2003, 13:02: Message edited by: Alneyan ]
|
October 25th, 2003, 06:07 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
|
October 25th, 2003, 06:30 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Make sure to get the latest Version before you start on AIs.
|
October 25th, 2003, 07:09 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Will do Fyron, I will post at Adamant to confirm the correct DL Version
|
October 25th, 2003, 07:25 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Originally posted by PsychoTechFreak:
Observing the Extras folder
Quote:
I assume "default psychic intel" could be implemented in the default intel projects file, or is it different?
And, what does this intel projects file do: "psychic intel HP CI" ?
|
Psychic Intel Human Player Counter Intelligence zip file option will help to reinforce the Human Players defense against the AI Players Intel attacks, should the AI Players Psychic Intel effects become to burdensome.
The Intel zip options may be interchanged and counterchanged at any time thru out your game, just reload the save from desktop.
- - -
Quote:
What's tha difference(s) between default, high and low event frequency files?
|
All these option zip files are for players that may not be comfortable changing the Data settings, so if they want to experiment with different Event looks; now they can, with a simple zip change that is not unlike the initial AIC mod installation procedure.
AIC v4.0 supplied EVENT Options:
(e1) You may interchange or counterchange any of the Default Events low, med or high at any time, just reload save from desktop.
All three-default Event files are identical in all categories and will have NO in-game irreversible or game stopping events
e1a: AIC default LOW Event Frequency zips option; is complete with a settings file at L10%, M20%, H50%.
e1b: AIC DEFAULT Event Frequency zips option; is complete with a settings file at L20%, M40%, H60%.
e1c: AIC default HIGH Event Frequency zips option; is complete with a settings file at L30%, M60%, H84%.
I feel 84% is the frequency maximum for the extreme default settings files and it make a nice fit with the Heroes Epic +15 CBEC = 99% chance for that system, if you can believe in those Heroes, Idols and Gods mumbo-jumbo stuff
- - -
Also supplied for the Players that wish to have added deadlier events:
(e2) AIC Events Planet destroyed zip option: L10%, M20%, H50%.
In addition, once this is added to an on going game you really should not interchange back to a default Events of option (e1abc). Knowing that there is still a possible Planet Destroyed in the mix and that cell (34) may need to be called again in about Time Till Completion := 10 . So basically, if you where to go back to defaults from a greater option and Last 11 turns I would think you are now good to go, with out error for the remainder of that game.
(e3) AIC Events Star destroyed zip option: L05%, M20%, H40%.
In addition, once this is added to an on going game you really should not interchange back to a default Events of option (e1abc)or (e2). Knowing that there is still a possible Planet Destroyed and Star destroyed in the mix and that cell (34 and or 35) may need to be called again in about Time Till Completion := 30 . So basically, if you where to go back to defaults from this greater option and Last 31 turns I would think you are now good to go, with out error for the remainder of that game.
== == ==
(e4) Stock se4 events must start new game zip option: L05%, M10%, H25%.
The se4 Stock Events file may be added, however this must be for a new game only. If you add (e1), (e2) or (e3) chances are you will error at some point in your game due too; all cells not even close to that of the default Event files and TTC READ ERROR will occur in games beyond 19turns.
== == ==
Inclusive of the above, you may use any Event option when starting a new game…
You may interchange or counterchange any of the Default Events low, med or high at any time, just reload save from desktop.
In addition you may add EVENT option (e2)or(e3) to (e1)without error fear.
You also may add EVENT option (e3) too (e2) also without error fear.
= = =
Whos is on first. No He is at third. Who is on first?
[ October 25, 2003, 06:44: Message edited by: JLS ]
|
October 25th, 2003, 09:00 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
|
October 25th, 2003, 12:11 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
This is a great addition to AIC, all that may be interested just copy the downloaded Dsgnname folder to your AIC directory
(> Design Names <)
[ October 25, 2003, 11:12: Message edited by: JLS ]
|
October 25th, 2003, 02:16 PM
|
|
Corporal
|
|
Join Date: Feb 2003
Location: Pennsylvania
Posts: 181
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|