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June 6th, 2003, 01:41 AM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Hi JLS,
Quick question, In your Facility.txt you have
"Trade Center X".
Ability 1 Descr := Trades for much needed resource types with High Exchange Rates. However most races may trade at more of a Bargin.(only 1 facility per Empire effective).
How do you get it to be only one per empire? Can you make components only X per empire?
Thanks
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Grand Deceiver
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The only reason some people are still alive is because it is illegal to kill them
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June 6th, 2003, 01:54 AM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
JLS.
We have two nagging questions
Why is it that your AI in AI Campaign does not scrap its bases?
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Certainly, JLS can answer this more accurately, but I think I have a good idea :
The working hypothesis now is that AI does not recognize its bonuses when decides to scrap ships. Thus, if AI is programmed to build more ships than it can support in no-bonus game, it start to scrap them in bonused game despite having a positive influx of resources (AI still wrongly "thinks" it is in the minus zone). It can be "fixed" by nerfing the construction files but then AI will build only a handfull of ships even in a high bonus game.
AIC AI has construction_vehicles file optimized for non-bonused game so the problem with scrapging does not really come up. It still underutilize the available resources in bonused games though.
This is what I think. Could be wrong of course.
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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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June 6th, 2003, 01:56 AM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
double post
[ June 05, 2003, 15:26: Message edited by: oleg ]
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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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June 6th, 2003, 04:36 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
This is a good question, and only an astute se4 fan would catch this.
The key word is effective � It would be pointless to build more then one Trade Center for your Empire and this is worded to instruct new Players only to build ONE for their empire.
[ June 06, 2003, 03:46: Message edited by: JLS ]
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June 6th, 2003, 04:44 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by cybersol:
Hello, JLS. You seem to have learned a lot about the AI state switching. Could you look over this thread? Any assistance would be appreciated![/QB]
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Cybersol;~ I left a few Posts behind on your thread.
I hope they are of some help.
LINK >>> AI State Thread <<<
[ June 06, 2003, 03:47: Message edited by: JLS ]
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June 6th, 2003, 04:49 AM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Dang..you had me all excited there as I was already planning on becoming famous for some really nifty components that there could only be x amount of per empire.
Oh well...back to the rowing bench for me. See if I try to point out a new landmass on the horizon again!!
On another point...could you take a look at my post a few positions down? Im still a lil confused..I still think you have a few weapons targets that do not appear in the other mods.
Keep up the good work...btw...I HATE SLOW SHIPS!!
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Grand Deceiver
SSgt USMC
SEMPER FIDELIS
The only reason some people are still alive is because it is illegal to kill them
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June 6th, 2003, 06:35 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Deceiver:
Keep up the good work...btw...I HATE SLOW SHIPS!!
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Thanks, I will scroll down and get that reply to you.
Well, it looks like Propulsion is the Tech for you then
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June 6th, 2003, 07:25 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Deceiver:
JLS,
I am hoping to make a foray into making my own mod and have spent a lot of time comparing notes between the some of the major mods out there.
I noticed something new in yours that I have not see in TDM-MOD or PROPORTIONS. Fighters, and Ship\Base\Sat\WeapPlat\Drone
Ships, : TDM, PROP, AI
Planets, : TDM, PROP, AI
Ships\Planets, : TDM, PROP, AI
Ships\Planets\Ftr\Sat\Drone, : TDM, PROP, AI
Seekers, : TDM, PROP, Not in AI
Ftr\Sat\Seekers\Drone : TDM, PROP, Not in AI
Fighters :AI only
Ship\Base\Sat\WeapPlat\Drone :AI only
Question is: Can you modify the weapons target sets? Add new types of targets?
Ie.. Planets\Drones? Make one that targets Troops only?
Thanks for the help.
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Regarding Fighters
Ftr\Sat\Seekers\Drone
This is added to the (Armed) Fighter Cockpit in AIC, to increase all fighters� success with Fighters and Satellites fields and not adding to the stacking against war ships.
This is very handy assisting the assault on the AIs planets, by pinging missiles. AI Planets tend to be a very Missile rich environment in AI Campaign.
It helps only marginally against drones�
The Human Players Turreted cannon also once had this ability but it proved to be devastating to all Missiles. Therefore, it was removed and the anti-Fighter spread is all it accomplishes now, and it does this job pertinently very well, and again with out an increase in the Fighters Stacking abilities against ships.
Now, with Anti Fighter and Anti Sat Covered, I am able to add Weapon Reload Rates for the entire Primary anti-Ship; Fighter Weapons arsenal. With this done, I believe this has reduced the cursed Stack effects of fighters a bit.
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Regarding Some Specs in se4
Sorry, as it stands now, any changes to the set:
Vehicle Type, Custom Group, Ability X Type, Ability X Val 1, Ability X Val 2, Weapon Type, Weapon Target, Weapon Damage at Rng + 20. And any change in the data base layout itself will have no effect or error out on you.
I hope this is of some help;~Grand Deceiver
[ June 06, 2003, 06:31: Message edited by: JLS ]
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June 6th, 2003, 07:39 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Deceiver:
Dang..you had me all excited there as I was already planning on becoming famous for some really nifty components that there could only be x amount of per empire.
Oh well...back to the rowing bench for me. See if I try to point out a new landmass on the horizon again!!
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Actually there is an ability that is reserved (basically) as a function like this, but this is my secrete
[ June 06, 2003, 06:40: Message edited by: JLS ]
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June 6th, 2003, 08:10 AM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
This is a good question, and only an astute se4 fan would catch this.
The key word is effective � It would be pointless to build more then one Trade Center for your Empire and this is worded to instruct new Players only to build ONE for their empire.
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building more than one facility is effective if you need minerals. i have not checked the most recent Version as i have been on the road but from what i remember of Version 2.x the trade center generate a certain amount of resources each turn. so does the system mtce facility and one or two others. so in finite resource games or just ones where you need a few extra resources and you have the space then building these facilities would benefit you.
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