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  #1121  
Old November 17th, 2003, 10:53 PM

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

Quote:
The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
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Thanks for the info. I wasn't sure what was going on.
I never read the readmes either
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  #1122  
Old November 17th, 2003, 10:59 PM

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

JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
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  #1123  
Old November 17th, 2003, 11:01 PM
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gregebowman gregebowman is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
quote:

The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
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Thanks for the info. I wasn't sure what was going on.
I never read the readmes either
I guess it does pay to do so. I've downloaded quite a few mods lately, so it's hard to keep track of what mod does what.
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  #1124  
Old November 17th, 2003, 11:02 PM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
quote:

The colony ship has an integral colony module built in which has 1000 cargo to carry 1 pop.
just design the colony ship without the component and it will work fine..
__________________________________________________
Thanks for the info. I wasn't sure what was going on.
I never read the readmes either
Me either ! In fact, I post exactly the same question about the UNGODLY LARGE colony modules not long time ago. Very confusing for rush neads
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  #1125  
Old November 17th, 2003, 11:08 PM

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

I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something.

The large Colonizer moduale is for Large Transports and larger ships for the players to devise there own strategy with.

[ November 17, 2003, 21:11: Message edited by: Grand Lord Vito ]
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  #1126  
Old November 17th, 2003, 11:12 PM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something.
Exactly ! Balancing player score was the prime reason for the seemingly counterintuative designs for colony ships and starliners. JLS obviously hoped we will read READ.ME before complaing. How wrong he was
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  #1127  
Old November 17th, 2003, 11:16 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 oleg:
quote:
Originally posted by Grand Lord Vito:
I THINK
JLS tryed to keep the ship KT down with Starliners and Colony ships to keep the overall points down for non-combat ship builds.

This helps the AI be more in tuned with diplomacy or something.
Exactly ! Balancing player score was the prime reason for the seemingly counterintuative designs for colony ships and starliners. JLS obviously hoped we will read READ.ME before complaing. How wrong he was
LOL
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  #1128  
Old November 18th, 2003, 03:55 PM

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

Quote:
Originally posted by QBrigid:
Maybe 95 for combat char min. I feel that 99 will reduce our role playing options.
Agreed, 99 was just an example however.

Quote:
Originally posted by Grand Lord Vito:
JLS with cultures go with most of PvK culture mod that works for AIC, and have the se4 Cultures or even better v3.02 Cultures as a alternate and ditch the Populace Cultures Imo
Agreed, I am just going to have the se4 default Cultures as the alternative to PvKs Culture Mod.

As with v3.02 and now with v4.11 most Culture values will be based on se4 Characteristic points or double points with an combined offensive and defensive value like combat, with the players feed back on the strengths and weakness of the Cultures and how the AI is perceived to be balanced in the end.

Reference
>Value Point Structure towards v4.11<
Production := 7
Research := 5
Intelligence := 2
Trade := 2
Space Combat := 10
Ground Combat := 2
Happiness := 3
Maintenance := 7
SY Rate := 3
Repair := 1

[ November 18, 2003, 16:56: Message edited by: JLS ]
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&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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  #1129  
Old November 18th, 2003, 04:04 PM

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

Quote:
Originally posted by oleg:
JLS obviously hoped we will read READ.ME before complaing. How wrong he was


[ November 18, 2003, 14:05: 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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  #1130  
Old November 18th, 2003, 07:30 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 Imperator Fyron:
If you want to use ideas from Adamant, go right ahead. Just list me in the credits
JLS I am going to combine Adamant and maybe other MODS with AIC so there AI will be more like AIC in:
Plagues
Economics
Planetary Bombardment
Finite Economics
Planet Capture
Planet defense
Tactical Fighters
Minefields
Multi-player handicapping
Improved event frequency
AIC Diplomacy

Is this ok with you and would you give me a hand with this?

[ November 18, 2003, 18:58: Message edited by: Grand Lord Vito ]
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