
May 23rd, 2004, 12:00 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by oleg:
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quote: Originally posted by QBrigid:
JLS, you forgot the increased System Hospital reproduction rate, are you still going to raise that and how about another 5% is that to much, Oleg what do you think?
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Reply posted by Oleg:
I like it. Since the most population growth occurs on only one planet, HW, each 1% gives you just 2 extra people per 1 year. Increased rate on low population planets gives no benefit due to the integer round up. Surely not worth even bother building special facility if it is only 1% bonus above Cultural Centers bonus. Agreed, its in and Oleg thanks for the suggestion.
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I wqa talking about "dummy" ruins - those with zero tech. Before incorporating FQM such planets had all atributes of "ruins" planet.
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Not as many dummies as before - but there will be a few.
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I am categorically against lowing the colonizing cost !!
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This seems the overall opinion - Colonizing tech will remain at 400k
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please adjust AI research fules - move colonizer tech up the ladder so AI will research it earlier now, in line with human player priorities.
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GLV also recommended this change due to "se4 v1.91"
GAS, ICE or ROCK type AI Players will take a longer in (CONNECTED) games for the second Colonizer type and with a potential delay for the third Colonizer Tech for some AI Players in (NON-Connected) games.
- more so with the rock start AI Players
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But I would rather get better to-hit values for satelites and limit of 50. That will make them more robust against fighters.
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Agreed - it will be so.
[ May 23, 2004, 00:06: Message edited by: JLS ]
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