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  #81  
Old February 25th, 2003, 04:15 PM
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by JLS:
Please explain how AST game play being very slow relates to AIC?

Why do you suggest to up human race trait a bit and aim at "low" AI bonus as a best option?
Oh dear... AST is a typo, I always mean AIC !

It takes too long to reasearch any interesting technology in AIC. I would like it to be a little bit faster and also faster ship building. AI will need to do it faster too, that why I want low AI bonus. Nut may be I should just play with "low technology cost" ?
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  #82  
Old February 25th, 2003, 05:12 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
quote:
Originally posted by JLS:
Please explain how AST game play being very slow relates to AIC?

Why do you suggest to up human race trait a bit and aim at "low" AI bonus as a best option?
Oh dear... AST is a typo, I always mean AIC !

It takes too long to reasearch any interesting technology in AIC. I would like it to be a little bit faster and also faster ship building. AI will need to do it faster too, that why I want low AI bonus. Nut may be I should just play with "low technology cost" ?

Not necessarily but you can play at "low technology cost", I admit, we also have in some face to face LAN games with many human players (+4 people), to speed things up a bit.
The research production from the Home World may be less then mod you play, but the starting research production in the AIC Home World is almost double that of SE4 base game and you can still add a couple more research facilities if a player wanted. So with most of the basic Tech cost the same and some lowered; early you should get thru low level techs as fast or faster when compared to the BASE SE4 game.

[ February 25, 2003, 15:40: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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  #83  
Old February 25th, 2003, 05:17 PM

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Default Re: AI CAMPAIGN ; Released

WOW: OVER 74 downloads of AI Campiagn since Friday nights release!

[ February 25, 2003, 17:36: Message edited by: JLS ]
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&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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  #84  
Old February 26th, 2003, 02:23 AM
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Default Re: AI CAMPAIGN ; Released

If you write a shorter description for me, this can be placed on the Mods page on Malfador.com. It would be best to have shorter descriptions for all the mods with long ones, so I think I will set about shortening the longer ones soon.

[ February 26, 2003, 00:31: Message edited by: Imperator Fyron ]
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  #85  
Old February 26th, 2003, 01:50 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Imperator Fyron:
If you write a shorter description for me, this can be placed on the Mods page on Malfador.com. It would be best to have shorter descriptions for all the mods with long ones, so I think I will set about shortening the longer ones soon.
Thanks, Imperator Fyron I would like that sure I will condense the description and Email it to you …. I would like to have AIC knocked around for a little bit more by the Pros here on the forum; then test and Implement there suggestions for a while first.

[ February 26, 2003, 11:56: Message edited by: JLS ]
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&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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  #86  
Old February 26th, 2003, 01:54 PM
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Default Re: AI CAMPAIGN ; Released

Actually, the mods list will have a link to the mod homepage. The mod is not actually hosted on Malfador.com.
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  #87  
Old February 26th, 2003, 11:55 PM

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Default Re: AI CAMPAIGN ; Released

Below is what is being Tested for the first patch and will be available End of week.
The Patch will Not break existing games!
___________
1: System Gravitational Shield facility (human tech 2 to 1)
2: Nature Shrine weak (enhanced slightly)
3: Fighter Torpedo Weapon Families (different families)
4: Tweaked AI to better utilize Computer Players Bonus options!
Thanks Oleg
~~~~
5: "Population Life Support Module”, "CDM" listed twice as abilities.
6: Ionic Shield Generators (Obsolete)
7: Removed Cargo of 2 from most Components!
Thanks SJ
~~~~
8: Lowered Point-Defense on the Turret Cannon.
9: Added higher Levels to Talisman tops at 50%
Thanks Oleg and Emails
10: Space Yard Facility cost lowered substantially. Inline with SE4 Base.
11: Research increased slightly for Communities and Cities.
12: Revised Pre-reqs for Recourse Sats.
13: Added Organic Replicant Center
14: Resource Dome Compartment (reduced space taken)
15: Reduction in production for Lower level OutPosts, Stations and Organic Domes.
Many Thanks Mailers


Tidying up many descriptions.

Thanks for the E-Mails, Keep them coming!
Sullivan_JohnL@msn.com
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&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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  #88  
Old February 27th, 2003, 12:30 AM
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Default Re: AI CAMPAIGN ; Released

I still do not understand why you discarded the idea of AI-only build-in atmospheric converter. There is no danger humans can get this tech and the time it takes to convert atmosphere can be made close to the one we expect would require humans to research and utilize AC I Say, for example 300 turns ? Or even more if neccesary.
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  #89  
Old February 27th, 2003, 12:52 AM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
I still do not understand why you discarded the idea of AI-only build-in atmospheric converter. There is no danger humans can get this tech and the time it takes to convert atmosphere can be made close to the one we expect would require humans to research and utilize AC I Say, for example 300 turns ? Or even more if neccesary.
I think your Idea of the atmospheric converter is a good one, I did not discard it
I am just concerned that some important AI specific facilities won’t change play balance if the planet is captured by a Human Player; in Human Multiplayer games. Actually I was thinking Last night that some Engineering races for example Praetorian and Toltayan even Possibly Norak could be directed on a fast track toward your suggestion!
What are your thoughts?

[ February 26, 2003, 22:58: Message edited by: JLS ]
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&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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  #90  
Old February 27th, 2003, 02:07 AM
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Default Re: AI CAMPAIGN ; Released

Well, suppose human capture a planet with such facility. So what ? It either would take years and years before atm. change (early-middle) game or human' atm. converter is likely to be researched and at most you save its construction cost. The key is to calculate the non-unbalancing conVersion time. Sorry, I don't know that
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