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October 25th, 2003, 02:45 PM
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Corporal
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Join Date: Feb 2003
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
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AI Campaign V4.0 UPGRADE
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Conceptual:
New Event file with good and bad events; and a Default high zip file that operates at 84%
New 6 varied Event file zip options.
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I perfer low Events, the way I understand it now with the defalt low is 20% - med is 40% and high is 60%.
I plan on playing a NO-WARP game with med players and event frequancy set to 40% med setting.
Is this what your suggested settings?
Quote:
New Deep Space Supply Base.
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What does this do?
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Intel Projects:
New 2 varied Psychic Intel Zip Options.
Revised and tweaked Psychic Intel Projects and Intel Facilities.
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I liked the way v3 was, is there much change?
Quote:
Quadrant Maps:
Open Warp distances for Stellar Manipulation 1 (3to4)(5to6) ~QB
Added/or tweaked Centurion Systems for all quads.
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I am going to use the Cent Systems map, for my no warp game. Is there any changes to the other maps that I should consider?
Did you add the FQM optional maps in v4.0?
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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 (O3) Human Player - Excellent Advantage: For a much higher Proportions of Resources (not recommended for Finite Games).
NEW~Races that you wish not to start your next random game; Place in the [Pictures folder/Race removed from play folder].
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I am going with options (1) and (3) and with 15 kind races at no AI bonus.
v4.0 download is now complete. I will let you know how I do.
[ October 25, 2003, 13:49: Message edited by: QBrigid ]
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October 25th, 2003, 02:59 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
My question has to do with these:
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.
Both zips have a events.txt and settings.txt, how if I do E2 then do E3 does E3 not get over written? what if I do it the other way around, E3 and E2? Are you supposed to say:
Leave event frequency at default, upgrade to E2 and then Upgrade to E3. E3 containing E1,E2,E3? I am just a little confused.
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October 25th, 2003, 03:00 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Alneyan:
[QB] Yes, idealistically every characteristic or trait would be equally viable, but that is only... well, an ideal. For now, Maintenance doesn't quite seem to be attractive after threshold, while I would believe that almost all other characteristics can be useful with regards to a specific play style.
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JLS why did you change the AIC Maintenance threshold?
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October 25th, 2003, 03:03 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by HercMighty:
[QB] My question has to do with these:
Also supplied for the Players that wish to have added deadlier events:
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I agree Herc, I read the JLS post to PTF and I was totally
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October 25th, 2003, 03:27 PM
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General
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Re: AI Campaign => For a Challenging AI opponent
The file "Star Destroyed" include both the events "Star Destroyed" and "Planet Destroyed", so you don't have to add both. The file "Planet Destroyed" is only there if you would like to see your planets threatened, but not the whole system at once if the star collapses.
Here are the event chances for these two files:
- For "Star Destroyed":
* Low event chance: 5%
* Medium event chance: 20%
* High event chance: 40%
- For "Planet Destroyed":
* Low event chance: 10%
* Medium event chance: 25%
* High event chance: 60*
If you want to change these values, you will have to edit the file: settings.txt after you have applied one of these two files. The lines to change are these ones:
Quote:
Event Percent Chance Low := 10
Event Percent Chance Medium := 25
Event Percent Chance High := 60
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Although I wouldn't advice you to increase even more the odds for such catastrophic events, but if you want to, feel free to do so.
Lastly, if you put either Planet Destroyed or Star Destroyed, you shouldn't remove these events and so you shouldn't change the files before the end of the game. As there is a warning before a Planet or a Star is destroyed (10 turns or 30 turns), removing these events once they are in the game is risky. An AI Empire may have been stricken by such an event, and has only received the warning but the event is still NOT finished. If you remove the event, the game will have problems when the event is applied.
In short, if you want to use either "Star Destroyed" or "Planet Destroyed", do *not* alter the events file during the game.
Hopefully, my post will make sense. Hopefully.
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October 25th, 2003, 03:38 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
JLS, Why did you remove Planetory Lore from Organic Tech. ???
I think it was a very nice touch. Something I can comprehend as a natural feature of the organic tech.
If you think it was unbalancing, increase the cost and/or link to the parallel progress in Planetory Engenering. But please, restore this facility, I really like it
[ October 25, 2003, 14:39: Message edited by: oleg ]
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October 25th, 2003, 03:45 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Alneyan:
if you put either Planet Destroyed or Star Destroyed, you shouldn't remove these events and so you shouldn't change the files before the end of the game. As there is a warning before a Planet or a Star is destroyed (10 turns or 30 turns), removing these events once they are in the game is risky. An AI Empire may have been stricken by such an event, and has only received the warning but the event is still NOT finished. If you remove the event, the game will have problems when the event is applied.
In short, if you want to use either "Star Destroyed" or "Planet Destroyed", do *not* alter the events file during the game.
Hopefully, my post will make sense. Hopefully.
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Makes perfect sence now - thanks Alneyan
I have been using the default files supplied with AIC v4.0 at HIGH frequency with the medium Computer Players and I can’t say it enough the events are just totally awesome
JLS just got hit with a level 1 plauge at my Home World and lost about 34 colonists about three turns went by before my medical ship came to its rescue. oops I guess the BSY could of done it in 2 turns I have never seen a HW get hit before this.
I like that you reduced the SM techs, have you decided lowering the open warp component?
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October 25th, 2003, 03:48 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
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October 25th, 2003, 03:50 PM
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General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
quote: New Deep Space Supply Base.
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What does this do? To sum up, this is a base that can be built in deep space, and which allows you to resupply your ships in space, if you make a fleet with the "base" and wait until next turn I believe. It can be found after some research with the other ships. (It is regarded as being a ship by the game since you cannot make a fleet with bases by default) I hope I didn't spoil too much when talking about this novelty, as its functioning isn't too intuitive because of SEIV limitations.
About this vessel JLS, part of its description says "Auto refueling is 200kt min. per month in most Systems." I have to admit I didn't really understand that part. Especially as the ability for this description is a regular "Offense Minus". Sure, it is a minor detail as you can see.
[ October 25, 2003, 14:51: Message edited by: Alneyan ]
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October 25th, 2003, 03:58 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Ok, I tried "human bonus #1' trait - the one that gives free replicant center.
IT WAS A HORROR !!! Instead of "reducing micromanaging" I was plunged into the worst micromanagement game of my life !
You see, I am an Evil Overlord of my Empire. every time my HW is 2000/2000, I'm loosing 1M of obidient slaves ! - NO WAY, I must build MORE starliners to clear the room for newborns...
Very soon I had an ungodly fleet of starliners shipping people. Next, I got moons with 100/100 population and small domed planets with 200/200 - now i must build dozens more ships to solve the population crisis
Very soon it was a complete nightmare and micro-hell. Then I got lucky and conquire alien planet with other-atm. (CO2) breathers. Now if I spread them around, they will grow like bugs and I won't need any stinking Atm. converters, I can simply clone more aliens. but it need even more starliners and micromanagemnt.
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Finally, I gave up. This option is a pure EVIL if you reaaly care about your empire. NEVER MORE !
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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