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October 27th, 2003, 12:41 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Pathfinder you did a great job with the QuadrantTypes file, and this will save a lot of time THANKS.
However, that file will need to Subscribe to the SystemTypes file and that to the StellarAbilityTypes file.
Again thank you for doing most of the work
I will send you the files when I am done, so we may both test them and to get your OK on them.
[ October 26, 2003, 22:56: Message edited by: JLS ]
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October 27th, 2003, 01:40 AM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by pathfinder:
quote: Originally posted by JLS:
However, you did not send the AIC/FQM compatible StellarAbilityTypes, SystemTypes file. If they are not complete that is ok, I can get to it.
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Didn't use those from FQM...for better or worse...used the "stock" AIC files...
me learning as I go with regards to these files. Umm... SystemTypes.txt is critical for using FQM quadrants...
Also, StellarAbilityTypes.txt is not critical, but it is very nice (save possibly the WPs that cause damage, but the other WP abilities are perfectly ok).
[ October 26, 2003, 23:41: Message edited by: Imperator Fyron ]
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October 27th, 2003, 01:41 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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October 27th, 2003, 02:45 AM
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Major General
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Re: AI Campaign => For a Challenging AI opponent
sent the other two files...at least they may be good for comparison
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October 27th, 2003, 03:17 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Wow, thanks again Pathfinder, the files look great
[ October 27, 2003, 13:10: Message edited by: JLS ]
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October 27th, 2003, 03:25 AM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
So Pathfinder, are you done playing the B5 Mod PBW game?
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October 27th, 2003, 04:41 AM
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Major General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
So Pathfinder, are you done playing the B5 Mod PBW game?
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I only got my my hotmail account unmessed in the Last week or so. So, is it worth it for me to take back the ShagToth?
Doesn't seem worth the effort since that Version of the MOD isn't being worked any more.
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October 27th, 2003, 06:33 AM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
It is kinda sad that people decided to just abandon all that hard work and start over...
See for yourself if the empire is still worth it: http://pbw.spaceempires.net/b5modgame/
It looks in good shape from what I can see.
Maybe we should move this to the B5 Mod thread?
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October 27th, 2003, 04:23 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
I think advanced refining and organic facilities are way too costly.
Refining Center:
cost : 10k M, 60k O and 40k R
produce: 100+50 M, 25 O and 200+300 R (second term is from sun)
Normal City:
cost : 10k M, 30k O and 25 R
produce: 150+150 M, 75+75 O and 100 R
Imagine extreme case: I colonise a planet with 100%M, ZERO% O and 100% R.
RC will give me 675 in total, city gives 475.
difference - 200 per month.
Now cost: 110k for RC 55 for city.
55k:200 = 275 turns before RC breaks even !!!
Not to mention construction time - I can construct 2 cities for the time AND cost of 1 RC.
It would definetly outperform RC even if I'll need to trade resources.
Yes, I understand RC may be usefull if I'm desparate for radioactives but that is not very common situation and then I would probably find faster solution then invest so heavily into RC.
Similar situation with agrarian ecosystem, IMHO.
I build few such facilities but only because I like the look and have a lot of spare materials.
I suggest make them cheaper. 10,40,30 for RC and
10,30,40 for AE.
Lesser buildings would need rebalancing as well.
Just MHO.
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October 27th, 2003, 05:26 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Thanks Oleg, makes sense, I will check it out.
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