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  #1381  
Old May 29th, 2004, 03:00 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
There is a default "fighter attack" strategy for this purpose already
Understood; however, the pure AIC Fighter Interceptor - could be designed by the Human Player with only Cannons and (no) standard anti-ship/planet weaponry. With an added Interception strategy set by the Human Player to his liking - so that the Interceptors and with the Turbo afterburners seek out Fighters, Drones, Satellites and Seeking Missiles-only.

The default Fighter Strategy - could be set for the general purpose combat role with the target Planet (off) and Fighters first; also to a Hman Players liking - as not to waist the valuable fighters to the Planets batteries.

Reserving Planet Attack with a fighter set exclusively for Planets and no other stratagems and thereby only Cluster bombs and shielding may be the only weapons load.


It depends how clever the Human players wants to involve themself with the Empire Stratagems.


Quote:
I like current PDB research set up and don't want meson bLaster I requirement removed. But I always like complex research net
Agreed, a logical complexity is a must. However, new players do not find the PBD readily - or find the PDB after the enemy fighter have already done their nasty

Perhaps Point Defense tech 2 will release an (Anti-Fighter Defense) research branch and from there the PDB can be realized.

[ May 29, 2004, 14:23: Message edited by: JLS ]
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  #1382  
Old May 30th, 2004, 09:18 AM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

There is no problem with pure interceptors as long as the assigned strategy does not check out fighters as targets. They happily zoom around and fire on all small things
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  #1383  
Old May 31st, 2004, 01:15 AM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

I here you

I once made torpedo bombers with level 2 rockets, and then upgraded from level 1 and FORGOT to REASSIGN them the (torpedo strategy) that would allow them to bypass all incoming enemy fighters etc that would have been saved for the Intercepters, and just target those bloody AI Medium Transport cv Support Ships. Needless to say - my TB-2's where somewhat confused in battle.

[ May 30, 2004, 12:22: Message edited by: JLS ]
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  #1384  
Old May 31st, 2004, 03:17 AM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

I do not believe that the facilities which are supposed to increase the chance of an event happening in a system work. You might want to remove them. See this thread, which has emails between myself and Aaron Hall, regarding the abilities Change Bad Event Chance - System and Change Bad Intel Chance - System:
*(thread link*
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  #1385  
Old May 31st, 2004, 02:29 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

In my correspondence with Aaron, I view a different assessment in regards to the end result of System Event modifiers, then as you may have Fyron - as such, Veneration will stay in AIC, but thank you for the link.

However, as not to confuse the communiqu� in which system Event modifiers are resolved - we did not discuss the Intel result that you posted� Furthermore, your article posted March 13, 2004 13:26; as it applies to system modifiers are indeed interesting.

[ May 31, 2004, 15:15: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #1386  
Old June 5th, 2004, 03:01 PM

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



[ June 05, 2004, 14:14: Message edited by: Grand Lord Vito ]
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  #1387  
Old June 5th, 2004, 03:12 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
JLS.

About the beta test for v5.0.. The human player economy is getting to good, it is turn 400 and I have about equal ship strength and a few less planets then most of the AI. My rads and orgs are about 2000 surplus per turn but my mineral surplus is to high about 20,000 high. At this rate I will out pace the AI?

I like the way the Computer Pilot is cheaper and is available just with Computers 1 tech.

Have you thought of adding maintenance to facilities in AIC?

I still think 3 missile pods per ship are to powerful against the AI.

Everything else is great. The neutrals trade there Colonization techs easier now but the major AI players now ask for a lot for there techs. Nice way to balance the AI to the effects the new v1.91 had on the old v4.11 AIC.

When do you think we will be finished? My friends are waiting to play our next LAN game
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  #1388  
Old June 5th, 2004, 03:51 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Originally posted by Grand Lord Vito:

Quote:
About the beta test for v5.0.. The human player economy is getting to good, it is turn 400 and I have about equal ship strength and a few less planets then most of the AI. My rads and orgs are about 2000 surplus per turn but my mineral surplus is to high about 20,000 high. At this rate I will out pace the AI?
What is the AI bonus in your game and how is your research and Intel totals. In the AI LOW bonus - I have reduced the AI growth in the first half of a game, as compared to previous AIC releases.

Is it also possible that you are heavily invested in Mining Colonies and are you falling behind the AI in other areas? You may have more ships but are they better and can you protect them againt the AI intel and will they win the day in a fight?
Please send me your save.
Quote:
Have you thought of adding maintenance to facilities in AIC?
I have spoken to SJ about adding some maintenance values on the AIC Debarkation Facilities and he agrees that this would be a fine addition. However, the two facilities above will be the only facilities with the addition of maintenance similar to that of the new SJ GritEcon mod as this is one of SJ's new mods signatures, and we should wait until the ink dries and well after the SJ MOD is released� Furthermore, other then the AIC Debarkation modification, the AIC economy is primarily structured already, and I see no reason to make any major Conceptual changes.
Quote:
I still think 3 missile pods per ship are to powerful against the AI.
Perhaps... I will wait to here more from the other players.
Quote:
Everything else is great. The neutrals trade there Colonization techs easier now but the major AI players now ask for a lot for there techs. Nice way to balance the AI to the effects the new v1.91 had on the old v4.11 AIC.
This was just a simple adjustment to the AI files to address the newest se4 game update.
I am only sorry I was unable to attend to this sooner.

[ June 05, 2004, 17:57: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #1389  
Old June 5th, 2004, 07:11 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Regarding the fighter strategy discussion some Posts before:
Do we need some more pre-programmed strategies, like WP close combat strategies, planet blockades, ... what makes sense...
Similar: More fleet group formations maybe?

Or is everybody ok with the current programs, without adding own strategies?
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  #1390  
Old June 5th, 2004, 09:03 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Capital idea PTF - we will put something together.
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Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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