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  #441  
Old June 29th, 2003, 08:15 PM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS
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  #442  
Old June 30th, 2003, 12:50 AM

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

Thanks Mottlee

The new file is on the way
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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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  #443  
Old July 1st, 2003, 07:13 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:

As this applies to, �towns, cities any of the other multi use structures�.

The way AIC is programmed. The AI will start you with the correct amount of individual Racial Population Centers/Cultural Centers, when you start your AI Campaign game. This is done because there is an Individual AIC Racial Construction Trait, for every Race even a dual Races that you may choose, as you will notice in both your AIC RacialTraits and TechArea File.

JLS.
How does this apply to other buildings in AIC and the {AI Only} trait that up until now has only been seen in AI Campaign?
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  #444  
Old July 1st, 2003, 07:44 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
the {AI Only} trait that up until now has only been seen in AI Campaign?
There have been a number of mods that have AI only traits, actually. None of the major mods have had them, but some more obscure ones have.
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  #445  
Old July 1st, 2003, 08:37 PM

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

Quote:
Originally posted by QBrigid:
quote:
Originally posted by JLS:

As this applies to, �towns, cities any of the other multi use structures�.

The way AIC is programmed. The AI will start you with the correct amount of individual Racial Population Centers/Cultural Centers, when you start your AI Campaign game. This is done because there is an Individual AIC Racial Construction Trait, for every Race even a dual Races that you may choose, as you will notice in both your AIC RacialTraits and TechArea File.

JLS.
How does this apply to other buildings in AIC and the {AI Only} trait that up until now has only been seen in AI Campaign?

I programmed a Racial Construction Tech to the AI Only Trait so when this trait tie ins are called in the AI Player or AI Neutrals Player General File it will load all the needed Starting information for that AI. The same principle applies when I want the game to load Racial Players Population Centers for the Human Players.

With the AI Balance tech and Human Balance Techs this allows certain Components, Facilities, Intel Projects, Research, Etc to be only accessed by the either the Human Player, Neutral Player or the AI Only Player.

I expect this to be very useful in future Mods, for example, this style of programming has already helped some mod designers of late:

QuarianRex: with his outstanding and creative; Primitive mod he made Last April, that ties to the Neutral players.

Fyrons: Adamant Mod with the (AI ONLY), and if you notice has tied into the Tech and Facilities file as well for his AI, this past month.

To name a few.

It enables the game to load facilities for the Players at the very start of a game, and allows the AI ONLY to have specifics that a Human Player cannot have and of course visa versa; it will add much more versatility to any Mod

[ July 01, 2003, 19:43: 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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  #446  
Old July 1st, 2003, 09:18 PM

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

The best use IMO is to have a seperate AI tech tree, to trick it into doing what you want.

Ex: the AI always uses the Last ship or mount in a list. If you want the biggest ships at the top, the AI would normally end up using Escorts the whole game..but adding a seperate area with duplicate ships will make it behave normally. Same with mounts.
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  #447  
Old July 1st, 2003, 09:32 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Imperator Fyron:
quote:
the {AI Only} trait that up until now has only been seen in AI Campaign?
There have been a number of mods that have AI only traits, actually. None of the major mods have had them, but some more obscure ones have.
I'm sorry, but AIC is a MAJOR mod. It gives a LOT of entertainment to the solo play !

Ouhh. Another Major example: P&N game - you play as pirate and all AI play "normal" - is't an exaple of "AI only" trait ??

[ July 01, 2003, 20:35: Message edited by: oleg ]
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  #448  
Old July 1st, 2003, 09:41 PM

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

"Ouhh. Another Major example: P&N game - you play as pirate and all AI play "normal" - is't an exaple of "AI only" trait "

No, because the human player can play that as well, and isn't discouraged. Its normal, not AI only..
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  #449  
Old July 1st, 2003, 09:56 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Hah ! JLS' warning "AI only" is just a suggestion as well. You can play AIC with the cream of "AI only" traits and kill them all VERY FAST.

All this business about "don't pick this trait -it is not for you" is absolutely identical in AIC and PandN. You get the house rules, please folloe them.
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  #450  
Old July 8th, 2003, 01:58 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Was it intensional that Solar Sail III generate more movement points than Efficient Quantum Engines III?
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