
September 22nd, 2003, 02:13 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Alneyan:
* For the events: I would believe that Homeworlds cannot/are seldom targeted by High or Catastrophic events according to numerous tests. However, the Homeworlds are protected, NOT the system in which they are. It means they can be destroyed because of a Star Destruction, as a star is targeted by this event instead of a planet. Of course, this hypothesis will be wrong if anyone here has saw a player homeworld destroyed by the Planet - Destroyed event.
As for the actual tests, is there a way to log all what happens in a given game without having to actually play? PTF spoke of logs, but I am not sure if they can do that and how you can activate them. I will run a few tests, hoping there will be no weirdness to alter the results.
|
Agreed.
Great. I am tweaking 4.06beta Events now, when I am finished with it I will send it to ya
- - - -
Quote:
And as for the reproduction/environemental resistance at the Empire creation, I would support an increase to both Reproduction and Environemental Resistance characteristics, so that the cost needed to have a +10% bonus to reproduction rate should be around 1500 points. (It would also depend on other factors) But this is an approximative value as deciding of a cost to increase/decrease a characteristic is quite a hard job.
|
Finding a formula to fit AIC v4.0, should not be to elusive for the below Characteristics:
Characteristic Environmental Resistance (you are suggesting a 33% increase over v3.02?)
Characteristic Reproduction (you are suggesting a 33% increase over v3.02?)
Characteristic Happiness
Characteristic Construction
Characteristic Maintenance (Always preferred as a High Price item in AIC) AIC -v3.0 also had Maintenance Aptitude Max Pct:= 120. But there was something missing when you could not reach godlike status, so v3.02 went to Max Pct := 130. However AIC v4.0 like v.3.02 will max out with Maintenance Aptitude Max Pct := 130 at 3000pts
Quote:
Therefore, the Replicant Centers would only be useful on worlds with few settlers (below 300 millions) or in conjunction with an improved Reproduction if you can spare the points.
|
Absolutely
In addition, this attribute is very powerful; as it will reproduce actual Pop each turn and this will apply to every Colonized Planet for that entire System
reference
Change Population - System
Value1 = Population in M that will be added each turn for entire system.
Value2 =
Quote:
So, perhaps you could consider improving the efficiency of Replicant Centers or decrease the researches needed to be able to build them? (You need level 4 in Organinc Engineering and Organinc Manipulation for now) Maybe a second level for this facility, "creating" 2 million workers each turn, could be made? (Especially if you increase the basic reproduction rates)
|
Agreed, it may be time to ease the Research requirements to build the Organic Race�s Replicant Center a little.
= = = =
With respect towards an additional Organics Replicant Center added to AIC, please consider:
SE4 complements the Organic Races with only 3 facilities: Replicant Center 1-3, Gestation Vats 1-3 and Medical Labs 1-3.
AIC Replicant Center only one level. However AIC also offers increased values for the basic Organics Facilities:
AIC Gestation Vats 1-3 produce nearly double the Production rate to that of vanilla se4.
AIC Medical Labs has everything that Vanilla se4 has. In addition to a 20% higher Plague Prevention � System per/level increase and this starts at level one. AIC yields an over all effectiveness of 80% as opposed to Vanilla se4�s 60% for maximum System Plague Preventions.
~ ~ ~
In addition to above, AIC offers, more Organic Facilities then that of vanilla se4:
Organics Generation Settlement +
Organics Generation Colony +
Organics Generation Center +
Please compare the facilities with the AIC Non Organics Race Farming Facilities; you will notice a huge benefit with Organic Solar Generation, which the Organics doubly enjoy
To point out that Solar Generation is a nice benefit for new Colonies, as it will yield very good Crop Harvests with much less people required . When compared to the other Resource Gathering (Specific) Facilities.
Planet Lore 1-3. That yields a modest 1 thru 3 percent towards the increase the entire Systems Planet Conditions Change.
Above plus the economic advantages enjoyed with affording Starliner Costs that propels a Human Player Organic Race towards early game growth and that leads to an inevitable productivity increase, sooner then non-Organic.
That is a lot on the Plus side
In my opinion, yes true the Organics have many different weapons, is this really a plus. Since, other then the Organic Armor and the 20kt Electric Discharge Weapon; they have to pack the same size ships as every on else.
On the Plus side, there is a lot to be said for the Missile technology that increases in conjunction with other weapons. When it comes to Point Defense, it is near Imposable to take out scores and scores of incoming Missiles fired at your fleet
Also to mention but not to compare since every race has their individual Specific AIC Racial Urban Centers.
Macrobiotic City
Agrarian Cultural Center
Reference
Name := Farming Settlement
Description := Biological growing facility which generates organic materials from a planet's surface. In finite games farms have an added intrinsic value.
Facility Group := Resource Extraction
Facility Family := 2
Roman Numeral := 1
Restrictions := None
Pic Num := 60
Cost Minerals := 1500
Cost Organics := 10
Cost Radioactives := 0
Number of Tech Req := 3
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 1
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 350 organics each turn.
Ability 1 Val 1 := 250
Ability 1 Val 2 := 0
Ability 2 Type := Quantum Reactor
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 100
Ability 3 Val 2 := 0
Name := Organics Generation Settlement
Description := Organic growing facility which generates organic materials from a planet's surface. In finite games, OG Farms have an extra added intrinsic value.
Facility Group := . Organic Facilities
Facility Family := 2
Roman Numeral := 1
Restrictions := None
Pic Num := 60
Cost Minerals := 1500
Cost Organics := 150
Cost Radioactives := 0
Number of Tech Req := 3
Tech Area Req 1 := Organic Engineering
Tech Level Req 1 := 1
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 400 organics each turn.
Ability 1 Val 1 := 200
Ability 1 Val 2 := 0
Ability 2 Type := Quantum Reactor
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 200
Ability 3 Val 2 := 0
= = =
Name := Farming Colony
Description := Biological growing facilities which generates organic materials from a planet's surface. In finite games farms have an added intrinsic value.
Facility Group := Resource Extraction
Facility Family := 2
Roman Numeral := 2
Restrictions := None
Pic Num := 98
Cost Minerals := 2000
Cost Organics := 15
Cost Radioactives := 10
Number of Tech Req := 3
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 2
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 450 organics each turn.
Ability 1 Val 1 := 325
Ability 1 Val 2 := 0
Ability 2 Type := Quantum Reactor
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 125
Ability 3 Val 2 := 0
Name := Organics Generation Colony
Description := Organic growing facility which generates organic materials from a planet's surface. In finite games, OG Farms have an extra added intrinsic value.
Facility Group := . Organic Facilities
Facility Family := 2
Roman Numeral := 2
Restrictions := None
Pic Num := 98
Cost Minerals := 2000
Cost Organics := 200
Cost Radioactives := 0
Number of Tech Req := 3
Tech Area Req 1 := Organic Engineering
Tech Level Req 1 := 2
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 500 organics each turn.
Ability 1 Val 1 := 250
Ability 1 Val 2 := 0
Ability 2 Type := Quantum Reactor
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 250
Ability 3 Val 2 := 0
= = =
Name := Farming Center
Description := Large Scale biological growing facilities which generates organic materials from a planet's surface. In finite games farms have an added intrinsic value.
Facility Group := Resource Extraction
Facility Family := 2
Roman Numeral := 3
Restrictions := None
Pic Num := 99
Cost Minerals := 2500
Cost Organics := 20
Cost Radioactives := 50
Number of Tech Req := 3
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 3
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 550 organics each turn.
Ability 1 Val 1 := 400
Ability 1 Val 2 := 0
Ability 2 Type := Quantum Reactor
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 150
Ability 3 Val 2 := 0
Name := Organics Generation Center
Description := Organic growing facility which generates organic materials from a planet's surface. In finite games, OG Farms have an extra added intrinsic value.
Facility Group := . Organic Facilities
Facility Family := 2
Roman Numeral := 3
Restrictions := None
Pic Num := 99
Cost Minerals := 2500
Cost Organics := 250
Cost Radioactives := 0
Number of Tech Req := 3
Tech Area Req 1 := Organic Engineering
Tech Level Req 1 := 3
Tech Area Req 2 := Human Balance Tech
Tech Level Req 2 := 1
Tech Area Req 3 := Construction
Tech Level Req 3 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 600 organics each turn.
Ability 1 Val 1 := 300
Ability 1 Val 2 := 0
Ability 2 Type := Quantum Reactor
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Descr :=
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0
[ September 22, 2003, 12:31: Message edited by: JLS ]
|