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October 31st, 2003, 06:02 PM
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Re: AI Campaign => For a Challenging AI opponent
The new, cheeper Stellar Manipulation makes easier to build planets from asteroids. Very high production values of asteroids makes them much better than "normal" planets. May be decrease asteroid values a bit ?
Also, in non-conected games, some AIs build nebula destroyers very ealier and promptly converts nice looking systems into boring emptiness with a star in the center. No big deal of course but I would really like to have nebulaes for longer !
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October 31st, 2003, 06:15 PM
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by oleg:
Quote:
The new, cheeper Stellar Manipulation makes easier to build planets from asteroids. Very high production values of asteroids makes them much better than "normal" planets. May be decrease asteroid values a bit ?
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Agreed, exelent point
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Quote:
Also, in non-conected games, some AIs build nebula destroyers very ealier and promptly converts nice looking systems into boring emptiness with a star in the center. No big deal of course but I would really like to have nebulaes for longer !
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Agreed
[ October 31, 2003, 16:21: Message edited by: JLS ]
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November 1st, 2003, 01:09 AM
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Re: AI Campaign => For a Challenging AI opponent
JLS: do ALL the data/AI files have to be updated to the new Version or are critical ones that need to be updated?
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November 1st, 2003, 03:14 PM
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Re: AI Campaign => For a Challenging AI opponent
All players, please enjoy your current AIC v4.0 games
AI Campaigns next players update v4.01 will patch into current v4.0 games and will NOT break any existing games.
= = = = = = = = = = = = = = = =
Pathfinder also to mention:
AIC v4.0 Upgrades v3.##
This was a full upgrade and the v4.0 AI, does depend on much of the DATA from AIC v4.0.
Some AI Players diplomacy was intentionally less aggressive for AI Campaigns v.4.0 release and many will be tweaked with AIC v4.01 to be a bit more aggressive. In addition, to include (some) increased AI Colonization.
[ November 01, 2003, 13:40: Message edited by: JLS ]
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November 1st, 2003, 03:41 PM
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Re: AI Campaign => For a Challenging AI opponent
I have a complaint about "random ship teleportation" event. It is an innocuous event by itself, gives a lot of fun to humans and has no effect on AI in connected games. BUT, in non-connected it can wreck a total havoc on AI. Example: Terrans are usually robust AI with respect to stellar manipulation and colonization. However, in my latest game, terran vessel has been teleported to another AI system with open warp point. I am not sure what happened next, but I suspect Terrans switched from "non-connected" to "explore" state. They have steller manipulation ship buil but it does nothing. They also have two idle Rock colony ships and refuse to build any Ice colony ships despite having several colonizable planets in home system. Terrans are in complete mental block. I' pretty sure it is because they can see unexplored open WP but can not reach it. AI routine is completely confused. (i can send savegame file to anyone interested)
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November 1st, 2003, 03:47 PM
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Re: AI Campaign => For a Challenging AI opponent
On the second thought, tt may be deeply rooted in the AI algorythm for WP opener. I think it operates this way: open WP from HW system to some other system and then use that system as an operational base for WP opening. However, if AI can "see" some other, unreachable, system due to random ship move event, it tries to send a stellar manip. ship there. Since it is impossible, it goes into total mental block
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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 1st, 2003, 04:05 PM
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
Pathfinder also to mention:
AIC v4.0 Upgrades v3.##
This was a full upgrade and the v4.0 AI, does depend on much of the DATA from AIC v4.0.
Some AI Players diplomacy was intentionally less aggressive for AI Campaigns v.4.0 release and many will be tweaked with AIC v4.01 to be a bit more aggressive. In addition, to include (some) increased AI Colonization.
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Ok, good enough. Just means a bit of work for me in "MyMod" (name TBD)
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November 1st, 2003, 04:29 PM
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Re: AI Campaign => For a Challenging AI opponent
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November 1st, 2003, 04:55 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
On the second thought, tt may be deeply rooted in the AI algorythm for WP opener. I think it operates this way: open WP from HW system to some other system and then use that system as an operational base for WP opening. However, if AI can "see" some other, unreachable, system due to random ship move event, it tries to send a stellar manip. ship there. Since it is impossible, it goes into total mental block
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Oleg this Ship � Moved Event is the same as or less effect as se4 in a no warp game, it will depend how random you want your events frequancy set in your no warp game.
Also to say that being Random, that in every game the AI Players may play different depending on the Situation. The Higher the Event Frequency; the more Events will contribute to the situational changes in your game and many like this and set the Event Frequancy to HIGH.
In regards to your Terrans, Oleg as it is with se4 Ship-Moved Event�
Well maybe a mental Block in Stellar Manipulations at this point in time However, the Terran AI in your current game will still flourish with Research and Ship, Fighter and Base Upgrades in addition its infrastructure. However, not many Systems in that game, but in the next it may blow your doors off.
Please don't get too hung up on this in your game; at some point, another Player will open the warp and the Terrans will be free again to romp, grow, and play.
[ November 01, 2003, 15:53: Message edited by: JLS ]
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November 1st, 2003, 05:11 PM
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Re: AI Campaign => For a Challenging AI opponent
Well, they MAY recover if somebody open a warp point into their system I collected an archive of poor Terrans stagnation - almost 100 turns with an idle WP opener.
I think AI operates this way:
normal routine - only HW system is known - move somewhere, open WP. use the new system to open WP
screwed situation - AI ship is teleported and AI "knows" another system. AI commands WP ship "move to 'some coordinates in new system', open WP". There is no path, so ship orders are cleared, WP ship stays idle. Next turn, repeat and rinse
The key problem : AI is programed to open WP from HW system then and only then when no other system is known. Once it get a map of some other system, it will never ever open WP from HW. Even though that other system is unreachable.
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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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