.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #1  
Old December 14th, 2007, 08:50 AM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Improving TDM AI´s

Whitout using diplomacy (bo teatries with anyone) i can consistently beat 19 TDM AIs with low bonus, while with medium bonus i can beat the AIs around half of the time...

While the AIs have good ship numbers/design and resource production is on par with me, i noticed that, shortly after the initial game stages, my research production is always the double of any other AI empire and probably the main cause that the AIs are so easy to defeat, since my tech tends to be always more advanced...

I do some modding, but i´m too lazy to mod all the AI files, so, there is any modification that i could do in facilities/components that would increase AI reserch without increasing my own?

Thanks
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #2  
Old December 14th, 2007, 03:34 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Improving TDM AI´s

Yeah play on High Bonus.
Reply With Quote
  #3  
Old December 15th, 2007, 01:52 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Improving TDM AI´s

If you're looking for more challenge from the AIs because you can stomp high bonus TDM, and want to play with modded files, you could try Carrier Battles.

I play CB with no bonus, team mode, ~6-8 AIs and it is tough. No cheating! Anything they can do (except treaties of course), you can do too... but you need to pull out all the stops and play your hardest just to survive.
A low bonus game might theoretically be possible to survive if you can play politics to keep the AIs fighting each other... Rollo tried low bonus, and had thousands of AI troops on his homeworld by turn 30 or so.
Reply With Quote
  #4  
Old December 17th, 2007, 12:22 PM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: Improving TDM AI´s

Does Carrier Battles have that "quasi-newtonian" engine system? I don´t like that system and prefer to play only mods with the tradtional engine scheme...

If it don´t have that system i´ll try it...

thanks
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #5  
Old December 18th, 2007, 12:02 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Improving TDM AI´s

It uses an anti-QNP system.
Put on enough thrusters to get 1 or 2 speed, then add a drive reactor for bonus movement.

What's the problem with QNP anyways? You like huge ships with 60kt of engines running around as fast as little ships with 60kt of engines?
Reply With Quote
  #6  
Old December 18th, 2007, 12:23 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Improving TDM AI´s

There's also a mod that adds special AI only mounts that makes crystal and organic races crazy hard. I forgot what it's called.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #7  
Old December 18th, 2007, 12:33 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Improving TDM AI´s

That's pretty blatant cheating for the AIs tho
I prefer to have them fight fair, but fight well.
Reply With Quote
  #8  
Old December 18th, 2007, 09:18 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Improving TDM AI´s

Quote:
Makinus said: there is any modification that i could do in facilities/components that would increase AI reserch without increasing my own?
You could go at the problem from the opposite direction. Mod a research facility that produces less points than the standard Research Center. The AIs will never build it, but you can voluntarily limit yourself to building the weaker modded version. Your only standard Research Centers would be the ones your homeworld starts with.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #9  
Old December 19th, 2007, 07:14 PM

Possum Possum is offline
First Lieutenant
 
Join Date: Oct 2000
Location: San Diego, CA, USA
Posts: 731
Thanks: 0
Thanked 0 Times in 0 Posts
Possum is on a distinguished road
Default Re: Improving TDM AI´s

Another option would be to setup the game with 5000 race points, and not allow yourself to use any.

Or perhaps, for even more challenge, give yourself -1000 points
Reply With Quote
  #10  
Old January 26th, 2008, 03:07 PM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: Improving TDM AI´s

I think i found a solution: In my race design i set research to the minimum (50%), while using the points gained in other areas...

So now i have a more challenging game, where the AI more or less keep the same research pace than myself...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:38 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.