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October 25th, 2003, 07:20 PM
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Shrapnel Fanatic
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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/
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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.
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I am sure it will be fine.
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Only a few updates left in me and that is it, I plan on having someone else maintain AIC.
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[ October 25, 2003, 18:30: Message edited by: Imperator Fyron ]
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October 25th, 2003, 07:35 PM
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Lieutenant Colonel
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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.
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October 25th, 2003, 09:08 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
JLS why did you change the AIC Maintenance threshold?
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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.
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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.
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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 ]
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October 25th, 2003, 11:16 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Alneyan:
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. 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 ]
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October 26th, 2003, 10:58 AM
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General
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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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October 26th, 2003, 11:13 AM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
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October 26th, 2003, 01:07 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
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October 26th, 2003, 01:29 PM
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Corporal
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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
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This "AI Players settings is to a semi docile state" do you program that or is that built in se4?
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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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October 26th, 2003, 06:24 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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October 26th, 2003, 06:43 PM
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First Lieutenant
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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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