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  #911  
Old October 25th, 2003, 07:20 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
quote:
Originally posted by Imperator Fyron:
Then you want to get the Design Names Anthology.

http://dna.spaceempires.net/
This is a great addition to AIC, all that may be interested just copy the downloaded Dsgnname folder to your AIC directory

(> Design Names <)

That is a bad idea. Just copy it into the default Dsgnname folder, and make sure your AIC folder has none. No sense duplicating all those files.

Quote:
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.
I am sure it will be fine.

Quote:
Only a few updates left in me and that is it, I plan on having someone else maintain AIC.


[ October 25, 2003, 18:30: Message edited by: Imperator Fyron ]
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  #912  
Old October 25th, 2003, 07:35 PM

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

Thanks Fyron. That does make more sense.

Players also may want to delete the current AIC Dsgnname folder in there AICampaign directory so se4 will default.
__________________
&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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  #913  
Old October 25th, 2003, 09:08 PM

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

Quote:
Originally posted by QBrigid:
JLS why did you change the AIC Maintenance threshold?
In short, one reason for a premium maintenance is to help prevent the Human Player from building 3-5 lvl III BSY followed by 40 to 60 MISSILE Frigates with in the opening 7.5 years and then assault the AI that is limited to se4 rules. The key here is to match the AI players first 60 turns of production or even better then a determined human player, but not so great that the AI will over dominate in a no AI bonus game.

If the Human Player succeeds in capturing many AI Colonies or worse its Home World (at defaults to only include O1*) in the first 10 Years; I have Failed most Players.

- -

We also must consider that the AI Players settings is to a semi docile state for most with-in the first 5 years; as to help allow other players the right of passage, aggrements, keep early wars down and to readily expand in non-cluster style games.

- - -

With mid and high level increases in the Mining Facilities and with savvy AIC resource trading the experienced Human Player should be on keel with the Mid Pack AI major Players in about 10 Years v3.02 and about 15 Years with v4.0

= = = =
Granted this may need to be re-balanced for AIC v4.0 and I really did not have all the time I wanted to accomplish this. I am Leaving this balance in Characteristics Values and Thresholds in Alneyan hands for an up coming Version.

[ October 25, 2003, 21:02: 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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  #914  
Old October 25th, 2003, 11:16 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
quote:
Originally posted by QBrigid:
quote:
New
Deep Space Supply Base.
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.

I missed this post earlier today, sorry Alneyan.

Some may find this Deep Space Re-supply Base; more effective then a mere functioning and not too intuitive novelty, in many applications Actually I understood you did not want to post the spoiler

Agreed, the sentences do not fit the way you may expect when looking at the item with-in the Data Files. However if you check it with ALL TECHS option and hover over the Hull in Vehicle size then view the intended abilities descriptions, it all comes together relatively well for the Player.

In order to construct the Deep Space Re-Supply Base in another Players System, you will need a Space Yard of any sort and the need to defend. Yes, this is another tool to aid us in our glorious successes.

[ October 25, 2003, 22:23: 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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  #915  
Old October 26th, 2003, 10:58 AM
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Default Re: AI Campaign => For a Challenging AI opponent

What I meant JLS is that the functioning of the Resupply Base can be not really intuitive to grasp when you are not familiar with the way Bases and fleets are handled in the game. And yes, I can see many uses, if I can think of using this hull next time. *Grumbles*

I looked within the game and couldn't find what you meant by this sentence. My bad, I thought "min" meant "Mineral" while it should be "minimum" I gather. And then this sentence applies to the capacities of the base to generate its own supplies. Don't ask me why I thought of a mineral generation on this base.
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  #916  
Old October 26th, 2003, 11:13 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Thanks Fyron. That does make more sense.

Players also may want to delete the current AIC Dsgnname folder in there AICampaign directory so se4 will default.
That is a bad idea

I just finished my design and saved it to the Dsgnname folder and it stands out nicely in the AIC directory. I also copied a few neat design names from DNA and put them in my AIC directory. It is better to keep the AIC Dsname folder and place the design files you like then to fish thru several hundred that comes with DNA SEIV default folder

[ October 26, 2003, 09:25: Message edited by: QBrigid ]
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  #917  
Old October 26th, 2003, 01:07 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Well thank you JLS, but 40 percent is just fine and I am going to set the High Frequency setting next game. This is fun.

Option 1 is fine and it does speed the game along with less management but I also like Star Liners, as Oleg said there is just something about the feel of Star Liners. Besides I have had scores of population joining my colonies vie your new Random Events with the Star Liner and Refugee events. Medical teams are a nice touch as well.
I also want to apologize for my Posts long ago. When I questioned the new Event file would be better then v3.02. GREAT JOB!

I did not notice many changes in Psychic Intel other then def-con color code

Opps. 16 races in the RACES folder worked fine but I forgot to take the krill out and don’t ya know they are in the game and at WAR with Cue Cappa. They also where a WAR with the Zynarra until that warp closed.

I decided not to play a no-warp game and to try a standard Centurions game to check out the new maps. I am proud to tell you I am doing fine and holding my own It is almost 200 turns and I am in forth place with a 8 players with 2 nuetrals.

I am also happy to report that 2 new Independent Races have been “spawned “ the new Races that joined the game are:
Trebor Empire and the Canarus Kingdom.
I have not found them yet, but the Canarus I can reach after a few more Military agreements. I have not found the Trebor system yet.

Hey {NEAT} this means in some games there will be a independent Spawned with my name…
Can you imagine the Brigid Clan? Cool – Wait then again, can you imagine?
Fyron Imperium
Oleg Federation
Them Coming alive in your game


[ October 26, 2003, 11:18: Message edited by: QBrigid ]
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  #918  
Old October 26th, 2003, 01:29 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
We also must consider that the AI Players settings is to a semi docile state for most with-in the first 5 years; as to help allow other players the right of passage, aggrements, keep early wars down and to readily expand in non-cluster style games.
- - -
With mid and high level increases in the Mining Facilities and with savvy AIC resource trading the experienced Human Player should be on keel with the Mid Pack AI major Players in about 10 Years v3.02 and about 15 Years with v4.0
This "AI Players settings is to a semi docile state" do you program that or is that built in se4?
- - -
I like AIC economics as they are JLS.

Oleg and GLV showed me the ways of the Warrior Class - now I KICK BUTT
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  #919  
Old October 26th, 2003, 06:24 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
quote:
Originally posted by JLS:
Thanks Fyron. That does make more sense.

Players also may want to delete the current AIC Dsgnname folder in there AICampaign directory so se4 will default.
That is a bad idea

I just finished my design and saved it to the Dsgnname folder and it stands out nicely in the AIC directory. I also copied a few neat design names from DNA and put them in my AIC directory. It is better to keep the AIC Dsname folder and place the design files you like then to fish thru several hundred that comes with DNA SEIV default folder

Actually I plan supplying the Phongs, Terrens in the least and yes of coarse we all will have the copy of QB’s new designs

EDIT: With-in the next AIC Dsname folder will be an IE link to FYRONS DNA MOD, Fyrons folder has tons of great design names, and is a must to have

http://dna.spaceempires.net/

Quote:
QB
This "AI Players settings is to a semi docile state" do you program that or is that built in se4?
This setting is set by the AI Designer, and will help set the opening game tone for that AI Player

= = = = = = = =
Reference
Race_AI_Politics file

Accept Treaty First 50 Turns Modifier := ##
Propose Treaty First 50 Turns Modifier := ##

[ October 26, 2003, 23:24: 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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  #920  
Old October 26th, 2003, 06:43 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

I have got an answer from MM regarding catastrophic events and homeworlds:

In both (sim and turn-based) a players' HW (or their first HW) is immune from catastrophic events. It was too devastating to have the HW obliterated by an event. The immunity has not been in the early Versions of SEIV.

Well, I can YES this for all of my longterm simultaneous games, but not for turn-based (this seems to be a *cough* bug *cough* in turn-based). Another strong reason to play simultaneous.

Oleg, I recall a problem with AI population distribution under non-simultaneous also, any news on this ?

http://www.shrapnelgames.com/cgi-bin...&f=23&t=009929
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