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  #1571  
Old December 14th, 2004, 12:14 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Welcome back JLS! (I have been playing Civ III myself of late... Not the best way I can think to spend time before exams, but... *Shrugs* Oh, am I digressing again?)
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  #1572  
Old December 15th, 2004, 04:11 PM

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

Thanks Alneyan. This excursion was far too long.
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

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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  #1573  
Old February 18th, 2005, 05:08 AM

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

I agree. [img]/threads/images/Graemlins/icon04.gif[/img]

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  #1574  
Old February 18th, 2005, 08:03 AM
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Default Re: AI Campaign => For a Challenging AI opponent

What is the latest version of AIC? There is any other mod with the same kind of logistics but without the proportions-like population model? If i change the mod so the population transport is handled in the same way than in the stock game the AI would broke?
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  #1575  
Old February 18th, 2005, 10:11 AM
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Default Re: AI Campaign => For a Challenging AI opponent

The latest version should be 4.1, I believe; I haven't heard of any major upgrade since 4.1 at any rate.

You cannot really remove the Proportions population model, though I guess you could make population meaningless and make it so the AI no longer builds starliners. However, there is an option that allows you to build a facility increasing population by one million every turn in a given system. This makes starliners less important, and you can actually do without starliners altogether.
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  #1576  
Old February 18th, 2005, 10:17 AM
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Default Re: AI Campaign => For a Challenging AI opponent

i should have explained better: i still want to use starliners, but i want that starliner be able to transport more pop per ship than what is currently in the mod (like, 10 times more), so i will still use starliners but they wil not be too excessive in numbers... i believe i know what i can change in the mod to allow it, but my doubt is if this would broke the AI as i don�t know how the Ai handles population and starliners...
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  #1577  
Old February 18th, 2005, 10:23 AM
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Default Re: AI Campaign => For a Challenging AI opponent

I gather the AI would buid too many starliners in this case, perhaps hurting itself in the process... but then I only know how the AI is scripted, not how to script it.

Perhaps you could make this a "human-player" only change? After all, if your Starliners carry ten times more population as standard Starliners, but cost ten times as much, it should be nearly the same.
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  #1578  
Old February 18th, 2005, 10:25 AM

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

4.191 is the most recent version. but the download page is down.

the population increase module has been a racial trait setting AFAIR.
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  #1579  
Old February 18th, 2005, 10:38 AM
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Default Re: AI Campaign => For a Challenging AI opponent

maybe if i go the AI files and change all callings for starliners to a tenth of the number...
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  #1580  
Old March 9th, 2005, 10:19 AM

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

Reply JLS:
Makinus the latest version of AIC may be found at Space Empires.NET. However, between all else I have on my plate I have been working an upgrade.

The AI with AIC - handles the Population for its Colonies far better then the Stock se4 AI.

If you wish to play without Star Liner logistic, Please play with starting Trait option OS*

Thank you for your post.
John

REFERENCE RACIAL TRAITS :

Name := *HP*
Description := Human players are *REQURIED* to take this for Human Tech Area. This choice alone; delivers a moderate game. Human Player may mix options below.

Name := SO*
Description := With *HP* above, this option will result in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option.


Name := MP*
Description := Multiplayer - LAN, PBW and PBEM games must have above Option *HP*. ->NOTE: Please ask HOST to confirm your MP Handicapping levels and all start settings.

Name := O1
Description := With *HP* above, an advantage for AIC Players that would like an all-around more productive Home World and Colonies.

Name := O2
Description := With *HP* above, presents an Excellent Advantage: For a higher Proportions of Resources (not recommended for Finite Games). ->NOTE: Please be sure to take at least the above *HP* Trait --- (ABOVE) ---
"~"

==================
Poster: Makinus

"What is the latest version of AIC? There is any other mod with the same kind of logistics but without the proportions-like population model? If i change the mod so the population transport is handled in the same way than in the stock game the AI would broke?"
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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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