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  #1091  
Old November 15th, 2003, 11:55 AM

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

This makes good sense, Oleg. If we are going to commit to a few Medical Ships on standby then lvl 2 med teams should be default (nice touch Oleg), and the ships Sickbay component will remain at existing levels.

[ November 15, 2003, 09:57: Message edited by: JLS ]
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  #1092  
Old November 15th, 2003, 12:42 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I played few games with new cultures and honestly, space combat penalties to some cultures, like Scientists, make them unplayable. Right now I play either Neutrals or Engeneers. The rest is very much skewed one way or another.
Just MHO.
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  #1093  
Old November 15th, 2003, 01:53 PM

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

Some of us very much agree with you Oleg

There WAS room for much point advantage in AIC with PvKs Cultures. For example, I take Berserk and then drop the new-game Trait [char] defense or offense modifier and gain several hundred points; this can be resolved by setting the char min to 99 for a few definite role reverse possibilities.

Yes, we need to tweak the cultures closer to AIC v3.02 with a happy medium for all�

We need to take on the cultures, one at a time.
Reference

Name := Berzerkers v3.02
Production := -5
Research := -5
Intelligence := -5
Trade := -5
Space Combat := 10
Ground Combat := 10
Happiness := 5
Maintenance := 0
SY Rate := -1
Repair := 0

Name := Berzerkers PvK
Production := -20
Research := -20
Intelligence := -20
Trade := -20
Space Combat := 10
Ground Combat := 10
Happiness := 5
Maintenance := 0
SY Rate := -10
Repair := -10

Name := Berzerkers v4.11
Description := A highly factioned culture with an unending desire for conquest. Berzerkers are tremendous fighters with no apparent regard for personal safety. This single-minded lust for combat takes a toll on their culture's ability to advance its economy.
Production := -5
Research := -10
Intelligence := -10
Trade := -20
Space Combat := 10
Ground Combat := 10
Happiness := 3
Maintenance := 0
SY Rate := -3
Repair := -1

- - -

Name := Warriors v3.02
Production := -1
Research := -2
Intelligence := -2
Trade := 0
Space Combat := 3
Ground Combat := 5
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Warriors PvK
Production := 0
Research := -10
Intelligence := -10
Trade := -5
Space Combat := 5
Ground Combat := 5
Happiness := 0
Maintenance := -5
SY Rate := -5
Repair := 0

Name := Warriors v4.11
Description := A culture dedicated to the pursuit of combat and conquest. Strong familial bonds hold the society together and allow it to advance in non martial areas.
Production := -5
Research := -5
Intelligence := -15
Trade := -10
Space Combat := 5
Ground Combat := 20
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Traders v3.02
Production := 0
Research := 0
Intelligence := 0
Trade := 15
Space Combat := -2
Ground Combat := -10
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := -1

Name := Traders PvK
Production := 0
Research := 0
Intelligence := 0
Trade := 5
Space Combat := -1
Ground Combat := -5
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Traders v4.11
Description := Citizens of this culture are dedicated to the pursuit of meeting other races and establishing trade with them.
Production := -3
Research := -3
Intelligence := 0
Trade := 20
Space Combat := 0
Ground Combat := -5
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Politicians v3.02
Production := -5
Research := 0
Intelligence := 0
Trade := 5
Space Combat := 1
Ground Combat := 0
Happiness := 5
Maintenance := 0
SY Rate := -1
Repair := 0

Name := Politicians PvK
Production := -16
Research := 0
Intelligence := 0
Trade := 5
Space Combat := 2
Ground Combat := 0
Happiness := 5
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Politicians v4.11
Description := A highly political culture allows for advanced trade and superior leadership in combat. However, as often happens with a politically centric directive, the basics of industry are neglected.
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Artisans v3.02
Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy.
Production := -3
Research := 0
Intelligence := 0
Trade := 0
Space Combat := -1
Ground Combat := -5
Happiness := 10
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Artisans PvK
Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy.
Production := 0
Research := 0
Intelligence := 0
Trade := 0
Space Combat := 0
Ground Combat := 0
Happiness := 10
Maintenance := 0
SY Rate := -7
Repair := 0

Name := Artisans v4.11
Description := A populace devoted to the leisure and cultural pursuits. This society keeps is populations very happy.
Production := -2
Research := -1
Intelligence := 0
Trade := 5
Space Combat := 0
Ground Combat := -10
Happiness := 6
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Scientists v3.02
Production := -1
Research := 5
Intelligence := 0
Trade := 0
Space Combat := 0
Ground Combat := -10
Happiness := 0
Maintenance := -1
SY Rate := -1
Repair := 0

Name := Scientists PvK
Production := -4
Research := 5
Intelligence := 0
Trade := 0
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Scientists v4.11
Description := The majority of the given population are devoted to scientific endeavors.
Production := -5
Research := 15
Intelligence := -15
Trade := 0
Space Combat := -5
Ground Combat := -5
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Workers v3.02
Production := 5
Research := -5
Intelligence := -5
Trade := -5
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 0
SY Rate := 3
Repair := 2

Name := Workers PvK
Production := 5
Research := -1
Intelligence := -1
Trade := -1
Space Combat := -1
Ground Combat := -1
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Workers v4.11
Description := A culture which values hard work above all else. Industry is given precedence above all other tasks.
Production := 10
Research := -5
Intelligence := -5
Trade := 0
Space Combat := 0
Ground Combat := 5
Happiness := 0
Maintenance := 0
SY Rate := 3
Repair := 1

- - -

Name := Schemers v3.02
Production := -2
Research := -4
Intelligence := 5
Trade := 2
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Schemers PvK
Production := 0
Research := 0
Intelligence := 7
Trade := -2
Space Combat := 0
Ground Combat := 0
Happiness := -5
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Schemers v4.11
Description := A society with a natural disposition towards dark deals and political machinations. This society is adept at intelligence operations.
Production := 0
Research := -5
Intelligence := 20
Trade := -5
Space Combat := 1
Ground Combat := 5
Happiness := -1
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Zealots v3.02
Production := -2
Research := -5
Intelligence := -3
Trade := 0
Space Combat := 5
Ground Combat := 10
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Zealots PvK
Production := -11
Research := -20
Intelligence := -20
Trade := 0
Space Combat := 5
Ground Combat := 10
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Zealots v4.11
Description := A culture completely dedicated to a single goal. All thought and effort is expended with this goal as the result. Though industry and intellectual pursuits suffer, this society excels at combat.
Production := 2
Research := -15
Intelligence := 10
Trade := 0
Space Combat := 5
Ground Combat := 15
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

- - -

Name := Engineers v3.02
Production := 0
Research := 1
Intelligence := -2
Trade := -5
Space Combat := -5
Ground Combat := -5
Happiness := 0
Maintenance := 2
SY Rate := 5
Repair := 10

Name := Engineers PvK
Production := 0
Research := 0
Intelligence := -2
Trade := -3
Space Combat := -3
Ground Combat := -5
Happiness := 0
Maintenance := 2
SY Rate := 5
Repair := 5

Name := Engineers v4.11
Description := A populace that is dedicated to engineering pursuits. These beings are adept at construction, maintaining, and repairing complex vehicles.
Production := 0
Research := -5
Intelligence := -10
Trade := -10
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 5
SY Rate := 5
Repair := 5

- - -

Name := Merchants v3.02
Production := 0
Research := -3
Intelligence := -3
Trade := 5
Space Combat := -3
Ground Combat := -5
Happiness := 0
Maintenance := 5
SY Rate := 0
Repair := -2

Name := Merchants PvK
Production := 0
Research := -8
Intelligence := -8
Trade := 5
Space Combat := -2
Ground Combat := -5
Happiness := 0
Maintenance := 5
SY Rate := 0
Repair := 0

Name := Merchants v4.11
Description := Merchants have directed themselves towards economic pursuits. They excel at trade and deep space supply.
Production := -3
Research := -5
Intelligence := 5
Trade := 15
Space Combat := 0
Ground Combat := -10
Happiness := 0
Maintenance := 2
SY Rate := 0
Repair := 0

- - -

Name := Renegades v3.02
Production := -2
Research := -2
Intelligence := -2
Trade := 10
Space Combat := 5
Ground Combat := 0
Happiness := 5
Maintenance := -3
SY Rate := -3
Repair := 2

Name := Renegades PvK
Production := -2
Research := -2
Intelligence := -2
Trade := 5
Space Combat := 2
Ground Combat := 0
Happiness := 5
Maintenance := -5
SY Rate := 0
Repair := 2

Name := Renegades v4.11
Description := A society almost to the point of anarchy, Renegades are highly factioned Groups that prefer to work separately. Their diverse yet happy lifestyle keeps their population spreading throughout the galaxy.
Production := -5
Research := -5
Intelligence := 5
Trade := 5
Space Combat := 5
Ground Combat := 0
Happiness := 4
Maintenance := 3
SY Rate := 0
Repair := 4

- - -

Name := Xenophobes v3.02
Production := 0
Research := 0
Intelligence := 5
Trade := -5
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Xenophobes PvK
Production := 0
Research := 0
Intelligence := 5
Trade := -5
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

Name := Xenophobes v4.11
Description := A culture which has no desire for interaction with other cultures. They desire to remain apart and distinct from the rest of the galaxy.
Production := 0
Research := 5
Intelligence := 5
Trade := -20
Space Combat := 0
Ground Combat := 0
Happiness := 0
Maintenance := 0
SY Rate := 0
Repair := 0

[ November 15, 2003, 12:47: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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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  #1094  
Old November 16th, 2003, 02:23 AM

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

Quote:
Originally posted by oleg:
I played few games with new cultures and honestly, space combat penalties to some cultures, like Scientists, make them unplayable. Right now I play either Neutrals or Engeneers. The rest is very much skewed one way or another.
Just MHO.
"skewed one way or another" is what PvK is attempting to accomplish with his Culture Mod.

You may find Engineering the best choice for you, but actually many prefer the way of the: Renegade/Warrior or the trader/merchant /Politician and lets not forget Schemers

By far the worst is the Zealots (over all Rel. trait balance reasons)

As a player, I still very much prefer the Science race and then work on some weaknesses thru pre-game char. I can always better my crews with quick Combat sensors and some good Training much earlier then most other races; but it is tough to get to research and computer level 3 without the Science culture and some added char intelligence.

However, please consider your compromises.
As a Science culture, in thee end; I will NEVER be as acclimated to Combat as a Warrior, Production as a Worker or even Trade as a Trader/Merchant or have the enhanced Ship Management techniques as an Engineer or Renegade
~
On average, it is safe to say that the other Cultures will NEVER compare to Eee and my own Science and Research totals

[ November 16, 2003, 14:58: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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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  #1095  
Old November 16th, 2003, 03:08 AM
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Default Re: AI Campaign => For a Challenging AI opponent

hi JLS love your mod. I was wondering if you had any plans to add more flavor to the weapons available in the AICampaign. I particularly like Devnulls mod point defense missiles, missile racks, heavy missiles and crystal and bio seeker weapons. the missiles would definitly give more insentive to research and use this underpowered area in SE 4. It may be to much work to add the code to to the ai but for the human player it might be a simple matter f cut and paste...

any thoughts...

ggm
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  #1096  
Old November 16th, 2003, 06:54 AM

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

Quote:
Originally posted by gosho mladenoff:
hi JLS love your mod. I was wondering if you had any plans to add more flavor to the weapons available in the AICampaign. I particularly like Devnulls mod point defense missiles, missile racks, heavy missiles and crystal and bio seeker weapons. the missiles would definitly give more insentive to research and use this underpowered area in SE 4.
I second this. I really like the thought of Devnull missiles in AIC.
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  #1097  
Old November 16th, 2003, 05:28 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I can understand the desire not to appropriate many of the original ideas of Devnull's mod because of the uniqueness and work which went into them. However some ideas are not unique and are quite common or obvious in the SF world. David Weber's Honor Harrington series and the Starfire game both deal with expanded missile possibilities. Sprint missiles (high speed or direct fire missile platforms), LR and Heavy Missile platforms, PD missile platforms are not unique ideas to Devnulls mod. Yes Devnulls has done a wonderful job in filling out the tech tree for the special techs (crystal, organic etc..) but that should not be an excuse to limit the possibilities of AICampaign. Perhaps we could ask Devnull and his team if we could use some of his ideas. Personnally I feel the mods would be quite complementary to one another.


ggm
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  #1098  
Old November 16th, 2003, 09:28 PM

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

Gosho Mladenoff you have obviously never went up against the AIC Ulkra-Tul AI Player with that large destroyer fleet of se4 Parasite seeker missiles or the AIC Phongs crystal se4 Torpedoes
I shriek at the sound of the incoming AIC Sergetti or Terran light missiles and se4 Drones fired by the AI players. Just when you have the point defense escorts retrofitted to go into battle against seekers, now you are confronted with, there Ally the Xiati with temporal weapons and no missiles, good luck defending both fronts contested by AIC ai players.

[ November 16, 2003, 19:30: Message edited by: Grand Lord Vito ]
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  #1099  
Old November 16th, 2003, 09:42 PM

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

I like the AIC Berserkers I like the AIC Renegades I will take the Warriors no wait going with the Berserks

Take out the Science and Enginners early allow no survivors

[ November 16, 2003, 19:48: Message edited by: Grand Lord Vito ]
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  #1100  
Old November 16th, 2003, 10:55 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
this can be resolved by setting the char min to 99 for a few definite role reverse possibilities

Yes, we need to tweak the cultures closer to AIC v3.02 with a happy medium for all...
Maybe 95 for combat char min. I feel that 99 will reduce our role playing options.

If we organize the Cultures by the general values, maybe this will help. The trade and economic aspect of AIC is very important so depending on how I want to approach the game I would choose, from pure trade to some combat or ship management and some trade.

Name := Traders
Production := -3
Research := -3
Trade := 20
Ground Combat := -5

Name := Merchants
Production := -3
Research := -5
Intelligence := 5
Trade := 15
Ground Combat := -10
Maintenance := 2

Name := Politicians
Production := -5
Research := 5
Intelligence := 5
Trade := 10
Space Combat := 3
Ground Combat := -5
Happiness := 3

Name := Renegades
Production := -5
Research := -5
Intelligence := 5
Trade := 5
Space Combat := 5
Happiness := 4
Maintenance := 3
Repair := 4

[ November 16, 2003, 21:04: Message edited by: QBrigid ]
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