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  #291  
Old June 10th, 2003, 09:23 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I am certain that the whole field of fighter' weapons is far from the optium setup. They are just too generic. All "armor-skipping torpedoes" have same statistics except the cost for example. JLs is working on it but he will need all the input from us, players. Please, contribute !

[ June 10, 2003, 20:24: Message edited by: oleg ]
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  #292  
Old June 10th, 2003, 11:08 PM

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

JLS,

You might already know this but I am pretty mad right now. If you look in the techarea.txt file you will see that the space yards tech field has a racial trait of 7 which won't let any of the ai or neutral races build space yards. I am 400 turns into a game of no warp points and was just checking out some of the other races and noticed that their ship building option was grayed out and none of their inital planets had a space yard facility. I should of checked this out in the first fifty turns, I guess you live and learn. I just don't see how this escaped the testing process before this patch was released. Thanks again for a great mod, but I did just have to scrap a 400 turn game.

SunDevil
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  #293  
Old June 10th, 2003, 11:29 PM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: AI Campaign => For a Challenging AI opponent

be creative. give them stuff.
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  #294  
Old June 11th, 2003, 03:46 AM

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

SunDevel.

I have Played with Version 3.00 and also upgraded from 3.01to v3.01a and in all the games the Neutral does build Yards and bases.

The v3.01a game I have now, the neutral has 13 bases 5 of which are Yards, all have more then 10 and theirs one with 18 Base. Also a No Warp Game.
However, as far as I can tell, all the Neutrals are now and have been making yards and plenty of bases.
I play with veiw all and all the AI is doing GREAT, maybe to great.

Is it all Nuetrals, or just the one with a a problem? Which race was it?

When you logged into that Neutral, you must have seen the Design for Base Yards. Are you also saying the Neutral has no Space Yard Facility as well? When you loged in did you see if that AI could build one? Oleg, just published a game on the Forum, where the AI made and lost tons of ships.

I just started 3 different games real quick and all the Nuetral have Yards

Did you add or install another Mod over AIC… AIC is not compatible with other MODs until Version 4 comes out.

What starting options are you using, other then No Warp? Can you Email JLS your Savegame?
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  #295  
Old June 11th, 2003, 03:59 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Sundevil, my game is also AIC v3.01a. No Warp with High Tech Cost. AI bonus is none.

All the AI including the Neutrals have bases. Did you modifie the game any?

I love the game, it plays great. I have not seen any Bugs yet
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  #296  
Old June 11th, 2003, 04:44 AM

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

Hi, SunDevil.

Sorry, to here about your 400 turn game.

I can assure you the AI and the Neutrals have the ability to build and start with Space Yard Facilities. In the games and Settings, we have used.

Olegs Forum game, the AI had Plenty of ships - If we look close enough we may find a jpg of a BSY or two

Has anyone else seen the AI in AI not building Ships or bases?
~

There are still a few things that are being worked out in AIC and we will continue. However, between a full days work, Program AIC and time with my family. Well anyway, I do try not to make mistakes, and I thank all here on the Forum, that helps test and play AIC, and they all have been and are, outstanding people

~~~
May I ask you a few questions about your game?

What did you have the defaults at, when you started that game?
What Neutral is it that does not have a YARD?
Do the other Neutrals build or not have a Yard?
What did that AI build for facilities for that planet?
Could it be posable that it was destroyed by an Attack? (if one AI)
The rest of the AI Players, are they fine?
Did you make any changes in the supplied AI or Copy any foreign AI to the game without the proper AIC AI Construction and Design Files?
Did you modify any Data Files or install a MOD add-on?

~~~

Known oddities in AIC v3.01 to date. An oddity is not a bug, since the Human Player game, play is not affected.
1: AI was not getting a Project in intel ~Found by SunDevil. Fixed and Patch v3.01a.
2: Weird Looking Tiny Dead Sun in the Centurion System, no effect on game ~We now have a different Image, since that was too weird.
3: Planet utilization. Oleg and I are working on a few thoughts and I left few Techs open to the Human Player for the time being.

As far as I know these are the only oddities, which can be found in AIC, and will be resolved in v3.02, and will NOT break existing save games.

Still in Beta are:
1: Psychic Intel.
2: AI Infantry and Troopers versus Human Player Armored Vehicles and Battle Line Tanks.

I also just now started (8) in a row No Warp games (4) with Medium Tech Start and (4) without and All the AI and Neutrals have Ship Yards. Also started 8 normal games, same variation with NO AI Problems, All the AI and Neutrals have Ship Yards.
====

AIC is not compatible with any other MODS at this time. Modified data or AI files, yes, I am sorry, your game may be a scrap

If you wish, Please send your Save to my work, > [email protected] < and I will see what I can do to salvage your 400 game, and return it to you, for your play; Tomorrow around 3pm est

[ June 11, 2003, 05:39: Message edited by: JLS ]
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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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  #297  
Old June 11th, 2003, 05:22 AM

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

GLV, I do not have your save, but you had/have a v3.01? regular game going around 1400 turns. How is the AI in that game? You are in 2nd or third as I recall.

Please, resend the save file.

GLV, you are playing NO WARP, I thought you did not like no warp

[ June 11, 2003, 04:47: Message edited by: JLS ]
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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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  #298  
Old June 11th, 2003, 05:40 AM

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

Quote:
Originally posted by HercMighty:

What the the free strategic fighter movement option in the race setup alters.
EDIT
AIC defaults to the TACTICAL FIGHTER MODUAL.

Strategic Fighter is in Option 1, so may players may Play and Test it.

Strategic Fighters are NOT a default , if you want them, you have to choose it from the Traits menu
If you do not Choose Strategic Fighters the AIC game is defaulted the Tactical Fighter Module only.

Tactical Fighters: Do not move in the System, so you can not park your CV's 1 away from the AI's Planet and BLast him with impunity, you will have to Commit your Fleet.

Strategic fighters: you can do all the above

Quote:
the game makes more and more sense as I read through the information a few times but I guess I am not getting a good grasp on this for some reason.
Its not you, AIC is growing faster then the README. I need to rewrite existing readme with a Help and Getting started text, and package it with the game.

===================================

It is best to have some se4 expearence though when starting a MOD.
With AIC, some of the AI Players, can be unforgiving.

I recomend if you have little se4 expearience to Start AIC with a LARGE Default map, None in Computer Bonus and Number of Computer Players, Computer Diffaculty set to LOW. Play as many turns as you like, learn the new Components and Facilities the Econmics and meet a few AI. When your ready, just start a defalut game, with all the Options you want.

[ June 11, 2003, 16:19: 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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  #299  
Old June 11th, 2003, 07:40 AM

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

JLS,

In the actual zip file of the 3.01 Version, if you look at the techarea.txt file you will see the spaceyards tech set to a racial trait of 7. If you then look at the racialtrait.txt file you will see that the humans have a racial trait of 7, thus not giving any of the ai even an option to research space yards because they are not set to a racial trait of 7 just the human players.

SunDevil
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  #300  
Old June 11th, 2003, 07:42 AM

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

JLS,

There are the same files within 3.01a as well.

Please just go to your site and download the full download of 3.01a and then open up the zip and look at techarea.txt file and the racialtratits.txt file and based on the spaceyards being set to a racial trait of 7 how any of the ai players are suppose to be able research that tech area let alone build any spaceyards.

SunDevil

[ June 11, 2003, 06:44: Message edited by: SunDevil ]
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