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June 6th, 2003, 03:22 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Hi, Desdinova.
Have not heard from you in a while, you have been missed.
Good point, there is a monthly Commercial income Value you receive from the Trade Centers that increases with Industry Techs, and at a high level this may be a good facility as an alternative to a Research Expedition or Intel Facility for a scrub planet.
Either way, a Human Player will absolutely need at least ONE in Finite and or any No Warp AIC Game.
But, you may get much more Bang for your Buck with Colonial Settlements making ready for the upgrade to Towns and Cities
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I cannot wait until you try v3.00;~ Desdinova
AIC plays a little is faster, and the AI is a little tamer (just a little with none = bonus and you now have Temporal Cities� Not to mention a special City for every Race.
[ June 06, 2003, 19:05: Message edited by: JLS ]
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June 6th, 2003, 04:12 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
When I play temporal, I consistently go overboard with radioactives during first 50-100 turns. There is simply not many thing with high radio cost in the beginning. May be make temporal space yards cost even more radio and less minerals ?
[ June 06, 2003, 15:56: Message edited by: oleg ]
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June 6th, 2003, 04:56 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
EDIT:
If you are not Playing Finite, I do not understand. What is the Problem, with Surplus Recourses?
In Finite, you will be soon Struggling to maintain any income; building Urban Structures, Colony ships, etc.
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The Rads that you ask to be tacked on the Temporal BSY, however will cost players increased RAD maintenance and usage to build.
Besides, once its built your back to the near same Rad income as before
Trust me, you will need every Rad you can get in Finite Play when playing Temporal or Crystal.
Also in Finite, you need to invest Urban City Development early so you may have Rads in the End Game, and this takes Rads to Make Rads as the saying goes
As your Temporal Weapons increase so, will your Rad Expenditures. This will be a resource struggle in all forms of play.
Oleg, I suggest you further increase your Empire Storage the Old Fashion way, Build Resource Storage facilities they are really xtra quick in AIC to build, please check them out for an early scrub build
In Finite, and Non Finite to a less degree, building Urban Structures, the Empire Storage really starts to add up.
Trade Centers help in trading Surplus Resources for Needed recourses
One of the best investments a Human Player can make with Surplus Resources in AIC is Tribute or Gifts to the AI Players
AI Campaigns v3.01 will be ready in a few Hours.
This will have an increased Empire Storage as we Discussed earlier.
[ June 06, 2003, 23:42: Message edited by: JLS ]
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June 6th, 2003, 06:22 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Duh... I get spoiled by Proportions and almost forget about storage facilities.
I guess I should go back to basics in resource management.
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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, 07:09 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
No, Duh, needed. I forget too
I wanted to retain some econmics from se4 and build AIC also with our favorite Proportions MOD; in mind
[ June 06, 2003, 22:12: Message edited by: JLS ]
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June 6th, 2003, 08:53 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
=====================
AI CAMPAIGN v3.01a Update
=====================
Intel Projects:
Expanded the Psychic Intel Projects, some available at Psychic Studies level one. (v1a)
Revised some AI and Human Player Intel Projects with multiplayer considerations.
Quadrant Maps:
*NEW~Three more Centurion Systems created total now 4.
More Centurion Systems may appear in each new game.
Revised most Quadrant Maps to be a little more AI friendly.
Added a few special items for the systems.
Added a few more Moons to the Systems
Interface:
Reorganized quadrant menu.
Conceptual:
This update further reduces AI early expansion, in most none to Low bonus games.
Reduced AI starting Intel points 25%.
Restructured Resource Storage for Human Players.
Facilities:
Added Crystalline (RAD) Value Improvement Plants ~GLV
Removed the ability for Human Players to build Psychic Meditation Retreats.
Psychic Intelligence Center 1 and 2 levels are available with just Psychic Technology.
Vehicles:
Improved the smaller War Ship Maneuverability modifiers for the Human Players.
Added new Medium Star Liner Images to Extras Folder ~GLV
Components:
Lowered Robo-Miners size so extra supply may be installed on Small Transport.
Rad Robos may have Three Per Vehicle now.
Notes:
Intel Projects went into Psychic beta 1.
Starting Empire Point Storage Increased about 33% for all Human Player Races ~Oleg
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DOWNLOADS
AIC Version 3.01a Update files only.
Updates AIC 3.00 Versions, Only .
AIC v3.01a update, will NOT break existing v3.00 saved games)
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Psychic Intel Update v1a.
Updates ALL AIC Versions .
(size 14kb)
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Please download AI Campaign v3.01 Complete if you never received your copy of Version 3 - AIC goes Multiplayer .
LINK > AIC v3.01a <
~
In simultaneous games: After Updating or Patching, it is recommended that you log into the Host and then end your turn. The game will start you right were you left off. Please check your designs and if they are fine, you are good to go!
~
[ June 09, 2003, 13:19: Message edited by: JLS ]
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June 6th, 2003, 09:15 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
Thank you, Cybersol
A detailed list on probable AI reactions to scenarios can get quite extensive.
If you have a few AI related scenario questions in mind, please, by all means post, and we will see what you and I can come up with.
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I know a detailed list could be quite extensive. But it seems that everyone who steps up to the plate and starts to learn how to modify the AI has to a lot of test cases to figure everything out. We all do it, and for the most part each of us does some of the same work over and over again. For modding the data files there are excellent tools (DavidG's comes to mind) available that rapidly speed up the progress. For the AI, there is little help, but some things like Attrakius's AI_DesignCreation_CheatSheet have been extremely useful. I was thinking about a similar little document that would encapsulate your extensive knowledge on AI state switching. The format might be something like:
Current State: Exploration
Changes to: Infrastructure if
1: Other Players Seen & Enemy Near
2: Other Players Seen & No Unexplored System Nearby
Changes to: Defend (Short Term) if
XXX
YYY
What do you think? In any case I'm sure I'll have many questions for you if you have the time and energy to help me out
[ June 06, 2003, 20:17: Message edited by: cybersol ]
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June 6th, 2003, 10:52 PM
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Captain
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Re: AI Campaign => For a Challenging AI opponent
Ah Geez, I just get a game going with AIC 3.0, and here comes another Version! J/K - great job guys from what I have seen so far, it is like playing a whole new game. As to the comment below about AI states, Mephisto and I were trying to find an old post the Aaron had done to this effect on the beta test forum. Unfortunately, I think Shrapnel deleted it. We will continue to look for it or if I find my testing notes, I will paste them here.
Later
-TG
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June 6th, 2003, 10:59 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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June 6th, 2003, 11:20 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by cybersol:
quote: Originally posted by JLS:
Thank you, Cybersol
A detailed list on probable AI reactions to scenarios can get quite extensive.
If you have a few AI related scenario questions in mind, please, by all means post, and we will see what you and I can come up with.
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I know a detailed list could be quite extensive. But it seems that everyone who steps up to the plate and starts to learn how to modify the AI has to a lot of test cases to figure everything out. We all do it, and for the most part each of us does some of the same work over and over again. For modding the data files there are excellent tools (DavidG's comes to mind) available that rapidly speed up the progress. For the AI, there is little help, but some things like Attrakius's AI_DesignCreation_CheatSheet have been extremely useful. I was thinking about a similar little document that would encapsulate your extensive knowledge on AI state switching. The format might be something like:
Current State: Exploration
Changes to: Infrastructure if
1: Other Players Seen & Enemy Near
2: Other Players Seen & No Unexplored System Nearby
Changes to: Defend (Short Term) if
XXX
YYY
What do you think? In any case I'm sure I'll have many questions for you if you have the time and energy to help me out Absolutely, Cybersol.
I am sure you and I can work out any AI situation.
[ June 06, 2003, 22:43: Message edited by: JLS ]
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