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November 22nd, 2003, 11:14 AM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
Take a closer look at the anger file. This one, i believe, is fairly expansive to allow different types of races.
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November 22nd, 2003, 04:33 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
All towed Missiles have a structure with less then 10kt as not to be an armored distraction from actual in-ship damage
The bombardment missile was released as a towed Missile with a tonnage of 20kt and the Missile Pods has a 10kt Tonnage and use none of the Ships supply.
((> AIC 4.11a Missiles <))
If it is desired to raise the Bombardment missile to 100kt tonnage with less restrictions. However, I was under the impression there was a heavy Missiles still in the works, GM
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Quote:
I wonder if perhaps light missile damage resistance isn't a bit low for its class ?
comments?
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Perhaps, I figured we would take some baby steps with the overall Missile package.
[ November 22, 2003, 16:23: Message edited by: JLS ]
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November 22nd, 2003, 05:20 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
...I wonder if perhaps light missile damage resistance isn't a bit low for its class ?
comments?
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Perhaps, I figured we would take some baby steps with the overall Missile package. [/quote]
I really would like to see higher seeker damage resistance for rhese one-shot missile. Otherwise they are useless, especially in strategic combat - AI is hopeless Two-per ship limits the abuse of bombardment missiles anyway.
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November 22nd, 2003, 05:26 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Taera:
Take a closer look at the anger file. This one, i believe, is fairly expansive to allow different types of races.
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Agreed, Taera.
I must admit, I have been tempted to increase the Per Attack Location to 2 and a few Psychos too 3.
The Psychos in AIC are currently 2. However, if we set the other races too 2; this may tend to draw them into conflicts with the other AI Players early, and then loose some focus on the Human Players
= = =
Other then:
Per Attack Location, Per No Treaty Ship, Per Ally, Per Enemy Ship.
Minimum Anger, Regular Decrease, Mega Evil Empire.
Intelligence Against Us and
the 6 Combat with the player results.
The remaining anger values are primarily message driven.
REFERENCE
se4 AI anger file
code:
Per Attack Location := 2
Per No Treaty Ship := 0
Per Ally Ship := 0
Per Enemy Ship := 0
.
Minimum Anger := 0
Regular Decrease := -3
Mega Evil Empire := 50
.
Combat Attacking Won := 3
Combat Attacking Lost := 10
Combat Attacking Stalemate := 0
Combat Defending Won := 3
Combat Defending Lost := 15
Combat Defending Stalemate := 0
.
Intelligence Against Us := 5
.
Receive General Message := 0
Receive Propose Treaty := 0
Receive Accept Treaty := -3
Receive Refuse Treaty := 10
Receive Offer Counter Treaty Proposal := 0
Receive Break Treaty := 10
Receive Declare War := 20
Receive Propose Trade := 0
Receive Accept Trade := 0
Receive Refuse Trade := 5
Receive Offer Counter Trade Proposal := 0
Receive Give Gift := -3
Receive Accept Gift := 0
Receive Refuse Gift := 5
Receive Offer Tribute := -3
Receive Accept Tribute := 0
Receive Refuse Tribute := 5
Receive Want a gift := 10
Receive Want a tribute := 10
Receive Demand your surrender := 20
Receive Remove your ships from system := 5
Receive Remove your colonies from system := 5
Receive Leave planet := 5
Receive Stop hostile actions against empire := 5
Receive Break treaty with empire := 5
Receive Declare war on empire := 0
Receive Make peace with empire := 0
Receive Support us against another empire := 0
Receive Attack empire in system := 0
Receive Attack planet := 0
Receive Stop espionage activities := 0
Receive Stop sabotage activities := 0
Receive Stop attacks in system := 0
Receive Surrender := 10
Receive Grant independence to colony := -5
Receive Demand / Request / Warn := 0
Receive Accept Demand/Request := -5
Receive Refuse Demand/Request := 5
[ November 22, 2003, 17:26: Message edited by: JLS ]
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November 22nd, 2003, 05:54 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
I really would like to see higher seeker damage resistance for rhese one-shot missile. Otherwise they are useless, especially in strategic combat - AI is hopeless
Two-per ship limits the abuse of bombardment missiles anyway.
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PvK�s Proportions original Light Missile System Design.
A Light missile system designed to maximize rate of fire.
Weapon Seeker Dmg Res := 3, 4, 5, 5, 6
AIC pre v4.11 Light Missile System
Weapon Seeker Dmg Res := 4, 5, 6, 7, 8
AIC v4.11
Missile Rack
Light Missile system designed to maximize rate of fire.
Weapon Seeker Dmg Res := 2, 2, 3, 3, 3,
The current Missile package values are presented with the consideration to the advent of the new Sprint and other Missiles. In addition, it may be wise to err in caution.
After some in-game saturation tests we will rework the numbaers
Agreed Oleg, the Terran AI Players current design may require more Missile Racks with some new Sprint Missiles to saturate the target areas Point defense. Moreover, this will be so; when you guys have all the Missile designs tweaked for their tasks
Please consider the eventual total Missile package and how they may complement each other, and we must try not to make any one system a clear use all System, IMO.
[ November 22, 2003, 16:31: Message edited by: JLS ]
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November 22nd, 2003, 06:21 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
I am concern about heavy one-shot missiles like bombardment missiles. They MUST have strong resistance. From my experience, the first round of missile fire rarely reach target - fleets are compact, PD is not distracted by fighters or light missiles. Also, there is no guarantee whatsoever strategic AI will target ships that could be reach in the end. Most earlier misslies salvos are wasted IMHO. Heavy external missiles MUST have heavy resistance to be of any use IMHO.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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November 22nd, 2003, 06:31 PM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
quote: Some beta AI player tweaks for FQM add-on.
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Such as? You seem to have missed my question...
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November 22nd, 2003, 06:36 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Mostly very minor tweaks Fyron, nothing that really is worth highlighting.I need much more familiarity of the AIC AI�s perception of the FQM quads and then lock into some hard changes.
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November 22nd, 2003, 06:39 PM
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General
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Re: AI Campaign => For a Challenging AI opponent
About apparently missed Posts: did you read the few phrases I thought of about bonuses to accuracy? You didn't reply to these suggestions, was it a mere overlook or you simply don't like these?
Quote:
A few random ideas:
"An improved firing system results in a slightly more accurate weapon." "This weapon reduced recoil when firing results in slightly more accurate attacks." For low bonuses.
"This weapon access to sensors data gives it a better accuracy than average." "Basic heat based targetting means this weapon is more likely to hit its target." For average bonuses.
"Tiny computer chips built in on this weapon makes it much more accurate." "Advanced targetting systems allow this weapon to track its target, resulting in a much improved accuracy." For the best bonuses.
Or for weapons with a rate of fire greater than one: "The delay before firing allows this weapon to be slightly/more/much more accurate than average." "The slower rate of fire allow targetting systems to calculate a slightly/more/much more precise trajectory."
Here you are.
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November 22nd, 2003, 06:44 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Alneyan, I new I would not get this past you
I really did not want to add too much to the descriptions so I have a bogus ability set up for just this with a R-Click and just yours and deccans phrases. However, I decided to hold off until the next release, with all the Component testing next month.
[ November 22, 2003, 16:49: Message edited by: JLS ]
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