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  #1341  
Old May 15th, 2004, 01:39 AM
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Default Re: AI Campaign => For a Challenging AI opponent

I don't see any major faults in weapon/armou balance right now but would still love to see the restriction on the components numbers removed. If some fool wants to build ship with 20+ armour pieces, let him see the error of his way
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  #1342  
Old May 15th, 2004, 01:44 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
I don't see any major faults in weapon/armou balance right now but would still love to see the restriction on the components numbers removed. If some fool wants to build ship with 20+ armour pieces, let him see the error of his way
Your right Oleg. After reading everybodys comments, I now understand

[ May 14, 2004, 12:47: Message edited by: QBrigid ]
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  #1343  
Old May 21st, 2004, 12:44 AM

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Default Re: AI Campaign => For a Challenging AI opponent

AIC Players.

Have you ever assembled a Christmas present when the directions suggest that you do not tighten all the fasteners until the assembly is near complete; well this is the current feel that AIC Version 4.11 has - at this time.

I purpose that we add very little too the next Version and tighten as many fasteners as possible and just release the product se4 v1.91 ready - then add new tested ideas after this�

LAST CALL FOR WANTS and DESIRES:
PvK armor will remain as is, throughout AIC - with NO limits on Structural Armor or Racial Armor.
Mine fields at 60 and Sat fields at 50; ok here or is there any input?
Some discrete positive economic changes to include a wider margin towards the AIC Maintenance Characteristics.
Colonizer Tech cost lowered to 300000 from 400000, and Fast Colonizers reduced to 60000.

[ May 20, 2004, 23:49: Message edited by: JLS ]
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  #1344  
Old May 21st, 2004, 03:23 AM
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Default Re: AI Campaign => For a Challenging AI opponent

50 looks to small for satelites IMHO. Severe to-hit penalties makes satelites usefull only as missile platforms. Any half-decent AI fleet can go through 50 sat. with vert small loses. But 100 was probably too much, I agree. May be 70 ? 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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  #1345  
Old May 21st, 2004, 05:38 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:

PvK armor will remain as is, throughout AIC - with NO limits on Structural Armor or Racial Armor.
Great ! (oleg call me a fool ).

Something else: religious talisman + the best sensor provides somewhat above 100+ % to hit chance. Isn't it the same as an "always hit" talisman, or am I wrong?
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  #1346  
Old May 21st, 2004, 05:44 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
quote:
Originally posted by JLS:

PvK armor will remain as is, throughout AIC - with NO limits on Structural Armor or Racial Armor.
Great ! (oleg call me a fool ).

Something else: religious talisman + the best sensor provides somewhat above 100+ % to hit chance. Isn't it the same as an "always hit" talisman, or am I wrong?

It is not the same. SE calculates the difference between to hit plus and minus bonuses and use it for calculating the chance to hit target. Even if you have for example +200 to hit but target has -200 defence bonus, it will result in 50/50 chance to hit. If I'm not mistaken here.
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  #1347  
Old May 21st, 2004, 05:51 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I am categorically against lowing the colonizing cost !! This advance gives a huge boost to the empire development and MUST cost a fortune. I understand why people wants to low it though. In non-conected game you can get really unlucky but, hey, life is not fair !
Even then, computer complex II on the home world let you research 400000 tech in just 25 turns - nothing for non-conected start !

If you still decide to do this, 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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  #1348  
Old May 21st, 2004, 07:49 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
quote:
Originally posted by Imperator Fyron:
Thus, the compromise of adding extra quadrants that use systems with few asteroids. Everybody is happy.
You will make the next FQM Version with maps that only have 3 or 4 Asteroides per system.

Thanks Fyron

No, as the current Version has them with the 2 asteroids per system.
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  #1349  
Old May 22nd, 2004, 04:55 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
[QB]
quote:
Originally posted by JLS:

PvK armor will remain as is, throughout AIC - with NO limits on Structural Armor or Racial Armor.
Great ! (oleg call me a fool ).

[/b]

JLS, most of us liked the idea of Hull Armor limited just to the amount of hulls and having the internal Structure armor and race armors unlimited.

Anyway, great MOD and this point is trivial
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  #1350  
Old May 22nd, 2004, 05:06 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
AIC Players.
LAST CALL FOR WANTS and DESIRES:

Mine fields at 60 and Sat fields at 50; ok here or is there any input?
Some discrete positive economic changes to include a wider margin towards the AIC Maintenance Characteristics.
Colonizer Tech cost lowered to 300000 from 400000, and Fast Colonizers reduced to 60000.
I agree with Oleg 50 SATS is too little. Why did you increase the mines up to 60 from the Tamper Bay Gamers suggested 50?

Maintenance Characteristics are fine.

Lower Colonizer tech cost since the AI no longer give the tech away. No biggie they will still trade but it is at a high price. 400k Cost is still good.

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?

Somebody mentioned Ancient Ruins not doing something, is just FQM or all the map types?

[ May 22, 2004, 16:40: Message edited by: QBrigid ]
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