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June 7th, 2003, 03:14 AM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
JLS,
FYI: You might want to look at the intelprojects.txt file and you will see that there are two anarchy Groups and I think one of them might of been for the ai_balance_tech but it says human_balance_tech. The new Version looks great.
SunDevil
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June 7th, 2003, 03:37 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Thanks, Sundevil... I'm on it now
Thanks again SD, you are right on, the lower one belongs to the AI Balance Tech.
Players need not be in a rush to patch, this is only denied to the AI at this time. I will give the file a thrice over in the morning, and have a little patch out then.
-----
Intel is not a strength for me, ANY help that can be offered, would be dandy
For example, do you think I could improve the order of Psychic Intel�s, additions, subtractions anything not too intrusive and nothing destructive.
In your opinion of overall Intel in general, the strengths and weakness on any particular costs and/or project, good or bad for the AI?
[ June 07, 2003, 03:02: Message edited by: JLS ]
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June 7th, 2003, 07:36 AM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
...Players need not be in a rush to patch, this is only denied to the AI at this time. I will give the file a thrice over in the morning, and have a little patch out then.
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Ha ! Too late now
__________________
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 7th, 2003, 04:28 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
That�s ok Oleg, the AI should be fine with out the anarchy Groups Project, if you choose not to Patch, the Intel Project File
For the most part unless the Human is a Psychic Race it is unlikely you can hurt him with this project until later in the game, and at that point, there are better projects for you to attack with any way
EDIT:
However, this next update v1a, will lower the:
Counter - Intelligence Levels for the AI players, is programmed now for Solitaire play. This setting is less advantageous, for the AI then the previous Multiplayer settings in v1.
[ June 08, 2003, 00:18: Message edited by: JLS ]
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June 7th, 2003, 05:04 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Thanks, Grand Lord Vito
Just received your E-Mail and these are great suggestions for the new Intel Projects update.
Programming most of them now; any more ideas please post or send more mail
The file should be done and Posted in a few hours�.
EDIT:
Make that 3 Hours.
The wife, has a few chores for me
Thanks again; ~GLV
[ June 07, 2003, 16:06: Message edited by: JLS ]
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June 7th, 2003, 09:24 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
=====================
Psychic Intel Update v1a.
Updates ALL AIC Versions .
=====================
Changes from v1:
Ship Bomb: Increased to 60 ~GLV
Engine Damage: Is now a Human Players Project only
Sabotage Ship 2: Lower Cost almost 25% for all players
Sabotage Ship 3: Lowered Cost almost 33% for all players
Crew Rotation: Human Players Lowered Cost to se4 defaults of only 5000 and doubled the effect.
Crew Rotation: AI players Cost is Double that, and only have 1/2 the effect of the Human Players.
Disinformation: Reduced the Cost by 50% for all Players
Food Contamination: Human Players is set for se4 default costs with enough effects to take out a new Colony
Anarchy Groups: Fixed for AI and updated; ~SunDevil,
AI now has access. Lowered cost for Humans almost 50% and decreased the AI effects.
Counter - Intelligence: Decreased the effects for the AI players.
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Note:
Food Contamination:
~TIP~ Good to hit the AI or another Human Player with this when he starts a new colony. If successful, you should starve that Player off the Planet
Ground Contamination, Weather Disruptions has PreReq of Tectonic Engineering as it applies and in this way, both Projects can be removed from Play (AIC v3.00+) thru the in [new game / Technology Areas allowed] menu. Click Tectonic Engineering.
Intelligence moduale for non Psychic Players can be removed from Play thru the in [new game / Technology Areas allowed] menu.
Ship Bomb: The ships Engineering Sections damage control (if installed on the ship) should handle any damages from this project
Counter - Intelligence Levels for the AI players, is programmed now for Solitaire play. This setting is less advantageous for the AI; then the previous Multiplayer setting.
The next AI release for AI Campaign will be programmed as such; that some AI Races will be more susceptible to Intel then others, and that one or two AI�s may be superior.
Xiati will be the first AI race to look out for.
Psychic Intel plus the Centurians Dead System
>>> 1055034519.zip<<<
~
~~
~
[ June 08, 2003, 13:13: Message edited by: JLS ]
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June 8th, 2003, 03:21 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Alternate for Centurion Dead System ~Beta~
Link below (size 23k) this also includes Psychic Intel v1a.
>>> 1055034519.zip<<<
Please let me know, your thoughts?
[ June 08, 2003, 14:00: Message edited by: JLS ]
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June 8th, 2003, 03:42 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by cybersol:
quote: Originally posted by JLS:
IF the AI is in the Exploration State and IF=(n) THEN the AI may switch to the Infrastructure State.
1: Other Players Seen & Enemy Near
2: Other Players Seen & No Unexplored System Nearby
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Hello, JLS. You seem to have learned a lot about the AI state switching. Could you look over this thread? If you know a lot more about this, I would love to hear it. Maybe you could summarize what you know and post a cheatsheet on AI states. Any assistance would be appreciated! JLS, how did you learn so much about AI programming, when you have said, �you fix refrigerators for a living�?
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June 8th, 2003, 05:53 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Basically, I learned a lot of the AI by designing the Abbidon for PvKs Proportion mod. I became awestruck by; if this is done, the AI will do that. I mostly could not stop playing and tinkering with the AI trying to see if I could make it jump thru hoops.
When I started AI Balance Last summer, over time, I could anticipate what the AI would do, find its weaknesses then try to improve it the best I could for AI Campaign.
When, I would be stuck, or could not figure something out, I would Email Aaron Hall, now this was the beginning of Last year, so he must have had time, because in the half dozen emails I sent including the one this year, Aaron replied the same day. The Last reply Aaron sent was on a SUNDAY, talk about a work ethic Matter of fact, it was Aaron that explained the inner workings of AI States and the Political Files
That is, to say� Trial and error on my part and good support from Malfador Machinations
[ June 08, 2003, 18:55: Message edited by: JLS ]
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June 8th, 2003, 07:53 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
[quote]Originally posted by JLS:
Quote:
Originally posted by Tampa_Gamer:
[qb]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.
Later
-TG
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I agree, TG.
I am going to slow the Versions down� The wife is starting to think, I would much rather tinker with AIC; then to tinker with her
[ June 08, 2003, 18:54: Message edited by: JLS ]
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