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October 25th, 2003, 04:04 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
New Deep Space Supply Base.
What does this do?
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This is perfect for the asteroid, ti or binary and empty star systems that are back to back with a nebula, black hole etc. or a system with un-colonizable planets so you can refuel large fleet.
What is even cooler is that you don’t have to refill it with supplies it automatically resupplies itself each month with its own replenishment fleet JLS
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October 25th, 2003, 04:13 PM
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General
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Re: AI Campaign => For a Challenging AI opponent
Or it can be useful in an enemy system, as it is faster to put into action than a planet with a supply base.
Oleg, yes it can be a nightmare if you do want to prevent any waste. But why not forgetting about this waste? I won't even mention what will happen when you have ten systems for instance, and other "toys".
I am myself in love with this option, but I am a lazy player when it comes to micromanagement. And even expansion in other systems is so much easier with this option, as you can colonize these worlds much faster than with Starlines, although you could also use both options.
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October 25th, 2003, 04:20 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
I don’t see what the big deal is Oleg, I look it as auto starliners that fill your planets so you don’t have to. This make for less micromanagement.
I don’t see how you are loosing slaves when you are gaining one per turn in all the Planets and if the Home World stays full as it usually does with v3.02 with the Organic Gestation Vats and the Replicant Center. Hmmm same effect actually.
I noticed in v4.0 with the immigration Option the Organic Replicant centers produce more per turn then v3.02
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October 25th, 2003, 04:25 PM
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Alneyan:
although you could also use both options.
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I think if you do not take Human Player Option 1* it plays just like Version 3.02. But without Planet Lore for my Organics.
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October 25th, 2003, 04:35 PM
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General
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Re: AI Campaign => For a Challenging AI opponent
Sorry GLV, what I meant is that, when colonizing other systems (or even major planets in your system), you could still use a lot of Starliners to speed up the process along with option 1. In minor systems, I tend to send only few or even none at all Starliners, if I am patient enough. Especially now that I am having an early war which is an heavy strain on my economy.
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October 25th, 2003, 05:01 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Certainly, HumanTech I idea is to help the casual players to stand up aginst AIs on steroids. Still, after my first experience i would never ever pick up this option again - obviously. I'm a micro nut and it is way too easy to dominate AI with so many extra people. I would really like to see an option for 2M cargo small starliners to reduce ship numbers.
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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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October 25th, 2003, 05:14 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Yes, GLV, if one assume HP-I option is a representation of hidden starliners to help micro-man., there is no problem. But my heart bleeds when I see a full planet with no room for new "subjects". Involuntarely I want to releave the crisis and plunge into the more micro-man. than ever before !
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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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October 25th, 2003, 05:24 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
I am also with you Oleg, I prefer the Star Liner system as well. However, Option (O1*) is a fair compromise for those that want a more robust and less micromanaged game
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October 25th, 2003, 05:44 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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October 25th, 2003, 06:35 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by QBrigid:
Quote:
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?
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Yes, default is set on L20, M40 and H60 percent
However if you feel that L20 is not low enough, QB please go to the AIC extras folders and double click on the AIC default LOW Event Frequency and install this as you did the original AIC v4.0.Zip.
I had you in mind with this file; the result will be the same events but at L10 percentage low chance frequency that you preferred in a much earlier post
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Quote:
Intel Projects:
“ New 2 varied Psychic Intel Zip Options.
Revised and tweaked Psychic Intel Projects and Intel Facilities.”
I liked the way v3 was, is there much change?
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I believe this will suit you just fine, the idea behind most changes here are to help the AI use more efficient Intel projects
For example, Ship and Unit data Espionage etc. that is useless for the AI
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Quote:
Open Warp distances for Stellar Manipulation 1 (3to4)(5to6) ~QB
Added/or tweaked Centurion Systems for all quads.
]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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Not many changes here, just more emphasis for Binary Centurion Systems versus the Ancient, or Dead Centurion Systems.
Alas, no. I will have FQM add-on ready for v4.02. In addition I would like Fyron to get a look the end result, before the release.
Only a few updates left in me and that is it, I plan on having someone else maintain AIC.
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Quote:
JLS its ok to move:
Cryslonite
Fazrah
Krill
Piundon
XiChung
This leaves 15 races in the RACES folder.
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That is its purpose. Your Random game will now be blind and random without the chance of an undesired Race participating.
Maintain 13 races in the primary folder in your Solo games and one additional per multiplayer
[ October 25, 2003, 18:17: Message edited by: JLS ]
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