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  #151  
Old May 2nd, 2003, 03:11 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Has the AI mod site been down? I have 3/4 of it D/L and now can not find it
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  #152  
Old May 2nd, 2003, 05:28 PM

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

I uploaded, AIC v2.90; should be all set.
I had trouble loggong back on here, Friday.
I hope you received AIC v2.90 with no problems.

[ May 03, 2003, 12:21: Message edited by: JLS ]
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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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  #153  
Old May 3rd, 2003, 12:11 PM

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

=====================
AI CAMPAIGN v2.90 UPGRADE

~now available for download~
=====================


Conceptual:
NEW* Commercial Income Value assigned on some facilities with AIC Finite Module.
NEW* Organics are abundant and Radioactives are more rare in the AIC Universe. However all Industrial Space yards always receive priority of all goods.

Improved* Finite Friendly (Dual plus) Race Class CCs~ DESdinova
Lowered some AI's income in the AI Balance Module .
Revised some Imperial Trade Income Values for AIC Finite Economics Module.
Some revisions in AIC Tactical Fighter Module.
Lowered Some AI Mine Sweeping Abilities in AIC AI Balance Module.
Adjusted AI (theoretical AI intertraded) Colonizer Modules in AIC AI Balance Module.
Lowered AI Open Warp distance in AI Balance Mod.
Human Player Evolution rate increased about 10-20% overall.
Added AIC General Trait-Tie Racial Construction to Settlements.

Facilities:
NEW* Racial class Settlements.
NEW* Planet Lore for the Organic Race.
NEW* Religious Culture Center for the Human Player.
Revised Urban Family Progressions and costs.
Added another Nature Shrine Level for Religious Races.
Added more Abilities to all Culture Centers.
Increased level 2 and 3 Research Facilities about 25%.
Lowered Construction cost of Resupply Depot 20%
It is also faster to build a Space Port also about 25%.

Components:
NEW* Repair Base Station Component's ~ Des and PTF
NEW* Miniaturized Life Support replacing HLS ~ PTF
NEW* Fighter Solar Collector ~ LAN
NEW* Engineering Section ~ Krsqk
NEW* Sick Bay.
NEW* Basic Crew Quarters.
Added two new early Warp Open Components for Human Players.
Extra levels for the Combat Bridge ~ GLV
Revised some Fighter Weapons and Tech Requirements ~ GLV
Added Fighter shield level with all revised sizes ~ Oleg
Added Fighter Armor ~ Oleg
Revised SYS Component Repair ~ PTF
Revised Some Structure KT Sizes ~ PTF
Gestation Vat Fix ~ PTF
Medium Tech Starts Fix ~ Des
ECM VII fix ~Des
Lowered Supplemental Colonizer Module size.
Drone Launcher cargo increased.
Lowered cost and time to build for Ring and Sphere World as well as most productive SM Components.
Revised Robo-Mining Base and Ship Mining Vessels; More Profitable.

Interface:
House Keeping near Finished now with most Components and Facilities Organized.
When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions.

AI Files:
Slight Randomization of a few AI personalities.
I normally do not post any AI specific changes, as not to spoil some surprises.
Changed a few Political accept system AI entries~Sundevil

Notes:
No Warp style games optimized:
Reduced Sizes and Costs on some Stellar Manipulation Components.
Planetary Engineering back to se4 default tech tree.
The added research 25% expedites research time some what faster for No warp or isolated games .
Revised some AI Stellar Manipulation techniques.
Tweaked AI Research and Const Vehicle Files. (Most races are staggered, they all do not open warps at or near the same time actually some are very late openers now)
Two new Warp Open Components starting at SM Tech ONE. Opens you up to all the Systems with in your Home Cluster (6-12 systems) when Playing either Galaxies map. SM 3 will get you to the next Cluster. Note: AI initially warps its original home Cluster as well.
~~
Lowered Infantry structure in the attempt to give Troop vehicles a prominent role in combat and to increase the effectiveness of standard orbital bombardment in AIC. Cheap Militia type Infantry now die or FLEE quicker and Troop Vehicles with Armor Stand their Ground far more valiantly. Balance tips and suggestions are much welcomed here.
~~
I would like to thank {PTF}PsychoTechFreak
for the many hours of Play Testing and Suggestion with all AIC and especially No Warp Style optimization for AIC.

----------------
DOWNLOADS

Please download AI Campaign v2.90 Complete if you never recieved your copy.
~~~
AIC Version 2.90 Upgrade files only . (size; only 347kb)
Updates ALL AIC Versions
.
(Will break existing pre2.90 savegames)

[ May 03, 2003, 15:44: 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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  #154  
Old May 3rd, 2003, 06:07 PM

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

I like the new look in AIC v2.9

I am about to start my first NO WARP - FINITE game ever.

I will be Religious and Temporal, I like the layout for Dual Race class Culture Centers.

Are there any No Warp game Suggestions other then playing with a LARGE default galaxies maps ?

[ May 03, 2003, 17:08: Message edited by: Grand Lord Vito ]
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  #155  
Old May 3rd, 2003, 06:37 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
I uploaded, AIC v2.90; should be all set.
I had trouble loggong back on here, Friday.
I hope you received AIC v2.90 with no problems.
No did not complete the D/L have not been able to reconnect to finish it can't find server will scratch it and D/L new one
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  #156  
Old May 3rd, 2003, 07:17 PM

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

Thanks, Mottle.

Please let me know if the Server Acts up again, I tested it earlier and it was ok
__________________
&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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  #157  
Old May 3rd, 2003, 07:24 PM

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

Quote:
Originally posted by Grand Lord Vito:
I like the new look in AIC v2.9

I am about to start my first NO WARP - FINITE game ever.

I will be Religious and Temporal, I like the layout for Dual Race class Culture Centers.

Are there any No Warp game Suggestions other then playing with a LARGE default galaxies maps ?
Although PTF is the expert in NW games,
this is what I would try in a No Warp-Finite Game.

Religious Trait.
Choose a Rock Race.
Some Intelligence Char. to speed research, since you are Isolated and with out trade.

Consider a Large default Galaxies Map in Finite Games. More systems to plunder.
~~~~
A couple of good planets in your random start is good a start.

Start game By researching: Ship 2 and Construction then follow it up with Planet Engineering to get to Planet Utilization also Industry and Computers thrown in their as well. This will give you a good infrastructure.

Home Planet Builds:
Colonizer, scrap Space Dock and Dist. Center and Build 2 settlements on the Homeworld.
Build a flow of Starliners to Breathable Colonies to increase there Production.
Scrap a settlement when you get Planet Value Improvements facility.

Colonies Planet Builds:
Send out as many Research Expeditions as Possible and then a few Religious settlements at a time(upgrade them to Towns two or three at a time). Build PVI when it is available.

Build System Support Facilities (Shrines-Bio Hospitals etc. on Scrub planets.

Only build Resource Facilities if absolutely needed.
I do not think it wise to build Industrial Centers (Robo Factories) or Time Shrine early in a Finite game until needed, it will drain resources faster. Build a few outPosts on uninhabitable planets and Asteroids for the needed boost.
~~~

Prior to researching Astrophysics and Stellar Manipulation (before Warping out) remember to have a strong defensive fleet, Fighter etc, you don't possibly know who is in the System you are opening. Or what AI might warp into your System in the middle of your Stellar Research. (Be prepared)

You also must decide where to open the Warp Point, if over your Home World and it happens to be AI players System you opened; then the AI can warp over near to your Home Planet and get in a few lucky Capture Planet ships and they will , now that is a Bit~

Think defensive and you should do well.

[ May 03, 2003, 18:35: 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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  #158  
Old May 3rd, 2003, 11:02 PM
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mottlee mottlee is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Still dead
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  #159  
Old May 3rd, 2003, 11:12 PM

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

I just finished downloading the new update. I am using download accelerator. Are you using any kind of program to help you download that might support the resume or pause option?
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  #160  
Old May 3rd, 2003, 11:24 PM

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

A couple of questions

1. Fighter Tactical module is still in beta???

- I have noticed the word module in your description of additions and changes made to this new Version of the mod was just wondering what your definition of module was? Thanks.

2. "So much Resource Surplus nowhere to put them"?

- I have noticed that within your facility.txt file you are using a pretty good balance of resources for the construction of facilities. In your components.txt file which I will assume is the proportions mod Version, there really isn't much of a balance. What I have done and I don't know if this would work for finite resource game but my rule of thumb is that whatever the mineral count is I double that number and that is the required amount of organics used for the organic resource value.

My reasoning behind this is that the workforce would consume twice the amount of food for the amount work put in the construction of mineral based object. Then with the radioactives the amount is either equal to the number of minerals or if dealing with weapons or shields the radioactives number is equal to the number organics. This might prevent so much of a surplus of resources and might provide a more realistic view of constructing a space ship which contains thirty seperate components, then the usual high number of minerals needed that overshadows the small amounts of organics or radioactives. Just my two cents. Thanks for the updated mod.
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