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  #1  
Old March 6th, 2001, 12:25 AM

seldon99 seldon99 is offline
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Default Making a more challenging game

Well the good news is the AI has sure improved a lot in the Last two patches. I am glad I didn't give up on the game.
The bad news is it still much harder to get a challenging game than with MOO2.


I'd like to hear suggestions on how to make a more challenging game. I am currently using
medium or high number of computer players,
max AI, medium computer bonus. Everything else is the default. I have installed Modpack 1.60.

Specific questions: Game setup
1. Should I hand select certain AI races?
2. Will eliminating neutral empires help?
3. Some AI races haven't used any racial points how come?

I like to use tactical combat, but it seems the computer is hopeless against missile attacks. Any suggestions other than not using missile ships?
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Old March 6th, 2001, 12:52 AM
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Daynarr Daynarr is offline
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Default Re: Making a more challenging game

1. For the Sergetti and Xi'Chung the answer is yes. They have specific strategies written in their .emp files that will work only if you handpick them. I am not sure about EA and other races but I would add them that way as well.

2. That will help a lot since their existence usually helps human player (it gives him extra population when he conquers them) and hinder AI progress.

3. No idea. Can you be more specific?

quote:
I like to use tactical combat, but it seems the computer is hopeless against missile attacks. Any suggestions other than not using missile ships?



Use beam weapons.
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  #3  
Old March 6th, 2001, 01:22 AM
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raynor raynor is offline
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Default Re: Making a more challenging game

...what Daynarr said. You can easily conquer the neutrals and typically get a free colonization tech. Plus, you get colonists who breathe a different atmosphere. Both of these are tremendous aids to early expansion.

I don't use missile weapons at all but I do use Phased Energy Weapons. I've found that the Phased Plasma V beam does similar damage to the Anti Proton Beam XII (against Phased Shields) but only costs 1/10th as much to research. I am inclined to voluntarily restrict myself from using this tech when I want a challenging game.

In the beginning of the game, I use a lot of fighters. Fighters are great because they don't effect your score. This means you can build up an extremely formidable armada without triggering MEE. I'm thinking of altering my strategy away from using fighters to increase the challenge.

Of course, don't use mines. Also, don't use Stellar Manipulation ships at all. Also, don't use Ship Capture.

Do you remember how you had to defend your colonies in MOO2 or the AI would sense your weakness, declare war and send its fleet over to attack? Well, in SEIV, the AI absolutely ignores you until you become MEE.
This means you can essentially ignore defence until you accidentally (and rarely) infuriate the AI and earn its wrath.

Most of the time, it is extremely easy to maintain peaceful relations with every empire in the galaxy right up until you become MEE. I'm trying to get the AI gurus to help me modifiy the AI files so they declare war when your score is less than half theirs.

You might bite the bullet and play all your battles in strategic, and see if that makes it more challenging. I haven't tried that yet.

Have you seen the option that says: All computer players vs. all human players? I have been afraid to try that one. Maybe try playing a game and not accepting any treaties from any of the AI players?

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Old March 6th, 2001, 02:24 AM
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Default Re: Making a more challenging game

I usually use tactical combat but set it to auto.

Another challenging but SLOW game is allow only colonize same atmosphere and/or type planet as homeworld during game setup. Even if you research another planet-type, you won't be able to colonize it.
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Old March 6th, 2001, 01:42 PM

rbyrd rbyrd is offline
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Default Re: Making a more challenging game

Once I start a game I hate to not use every means at my disposal to win. What I find helps some is to use a 2K empire file for yourself, but give the computer players 5K. There are a couple in the 1.6 mod where the computer is a little more tough, (I noticed they took away political points for other areas). Even the missile AI for some of the races in the mod is getting better.

I also use the only colonize home planet type option. Without this the first thing I would do is find a races with the other types so that I could quickly colonize all three types of worlds without spending the time on the research.

I'm still unhappy with the tactical combat. It is a problem with the move shot move system, so I am tempted to start my next game and use only strategic combat to make things a little tougher.
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Old March 6th, 2001, 04:30 PM
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Default Re: Making a more challenging game

My idea on making a tough game is choose 10 planets to begin with, high bonous, high difficulty and have random neutrals on. Start the game and switch to be one of the neutral players.

It sure is tough to have so little research/resources to work with and being 10 times smaller than the rest of the empires.
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Old March 6th, 2001, 05:06 PM
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raynor raynor is offline
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Default Re: Making a more challenging game

quote:
Originally posted by Baal:
My idea on making a tough game is choose 10 planets to begin with, high bonous, high difficulty and have random neutrals on. Start the game and switch to be one of the neutral players.

It sure is tough to have so little research/resources to work with and being 10 times smaller than the rest of the empires.



Awesome! Thanks for this tip.

Before I try it... tell me you've won playing this way...
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Old March 7th, 2001, 10:13 AM

seldon99 seldon99 is offline
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Default Re: Making a more challenging game

Ok, I'd say that giving all of the empires 10 planets and high bonus would make the game more than challenging maybe impossible :-)

I found a couple of the suggestions useful, thanks First, picking the races was critical I found the Sergenti (sp) to be good opponent. I ended giving the computer 3000 points, using only 2000 myself, and giving the computer a low bonus.

Every once in a while the AI in MOO2, Alien Crossfire, or Imperialism would surprise me by doing something smart. Unfortunately, the AI in SEIV constantly surprises by doing dumb things.

I have 5 Destroyers guarding my forward base, the enemy has 6 Frigates on a warp point. I can only reach the warp with 3 ships. I wait. I expect maybe the computer to attack me. But NO, it divides itself into 3 fleets and positions them near my base. I quickly wipe them out with no losses.

Same game, different opponent. 4 Destroyer plus satellites guard a base. Opponent has two fleets of 4 cruisers seperated by a few squares. Does it wait a turn an attack combined, of course not it launch 2 attacks on different turns and is wiped out.

Concentration of forces is pretty elementary strategy and AI for other games have been able to figure it out...

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