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September 3rd, 2003, 05:46 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
What gaps ???
I don't see any gaps in the file
Hmm, it may be because different text editors react differently to TABS delimeter. How does SEIV treats TABS ???
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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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September 3rd, 2003, 05:59 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
What gaps ???
I don't see any gaps in the file
Hmm, it may be because different text editors react differently to TABS delimeter. How does SEIV treats TABS ???
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try to load and veiw with NOTE PAD
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September 3rd, 2003, 06:37 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Bottom line folks�
I agree with Oleg�s theory and do plan to order the file as he suggested.
I believe the Random events will be as you are used to. If not enhanced with other Events to now be thrown in the mix and this is the solitary result of Olegs work, for if you wish not to have catastrophic events you may now shut them off correctly.
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September 3rd, 2003, 07:03 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by PsychoTechFreak:
Longterm observations about 1.5 (realtime) years ago:
- galactic peace within the first 2 years, means no events from 2400.0 until 2401.9, never.
- the master planet is NEVER affected by high and catastrophic events, just by low and medium events
Definition "master planet": The planet that is selected at game start, first cursor, means in a one homeplanet game this would be the homeplanet. In a 10 planets game, the master planet would be immune from high/catastrophic events, the other 9 could be affected, this goes along also with system events, like star explosions.
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Quote:
Originally posted by PsychoTechFreak:
With multiple HW starts yes, but there was always one planet (master) never affected by high/catastrophic events. I checked this with a modded event.txt, just the 4 severities with a text popup for the severity which has taken place. Some thousand turns later, almost everything but the master HP has blown up.
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Oleg, what are your thoughts on this, I believe PTF is on the mark here, I do not recall ever having an event; even Plague for example let alone a High or catastrophic event on a Home World with default one Planet se4 gold start.
This information is needed and is important, in other words should we worry about the Home World,for its Population and Facilities when and if we re-categorize the levels of any Events.
=============================
Only other Event reference available:
Version 1.66: 9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence
Chance - System" were not always working.
Version 1.60: 11. Fixed - Emotionless races cannot be induced to riot through intelligence or
natural events.
Version 1.43: 5. Fixed - If an event caused a planet to explode, then sometimes an error would
be generated.
Version 1.25: 1. Fixed - The meteor strike event was happening every turn.
Version 1.20: 1. Fixed - A colony with no population could still suffer from
a firestorm event.
Version 1.17: 8. Fixed - The Trade disrupted intelligence event should not occur if there
is no real trade between two empires.
[ September 03, 2003, 19:06: Message edited by: JLS ]
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September 3rd, 2003, 07:49 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Grand Lord Vito:
quote:
I think the storage of Crystall and Temporal cultural centters should be increased. It is VERY difficult to utilize all those extra radioactives in early game, before inventing advanced cryst/temp weapons.
Agreed, in a Finite game this is a fine opportunity to build those old fashioned Storage facilities early, they are cheap and very quick to build even with the youngest of Colonies.
However in a standard game the surplus, is just superfluities and not to worry.
Additionally in all games this Surplus of any one or more resource will really come in handy for exchange at your Trade Center or with other Empires if so lucky to have a friendly trade partner; for resources needed
(early food for example, for those extra Star Liners and Colonizers)
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I play Temporal like Oleg but usually play with Finite resources and the RADS do add up and trading does help (A LOT) in all resources not just organics
JLS how about you lower the Stroage Facility costs even more, relly what can they be-just a building with a fork truck
I notice you guys play Dual Races - hmm need to check this out Agreed, just a low cost automated warehouse the Storage facilities shall be.
They will be lowered to the lowest possible costs. Basically almost free at low levels, this way they will be quickly built early and then bulldozed after a few cities are built when playing Finite games
Thanks GLV, and Oleg, good idea
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September 3rd, 2003, 08:11 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
I never had a patience to play Non-connected game
What is a reasonable game/race set up to have a warp point opener ASAP ? I still want to have normal tech. cost, 1 medium HW and 2K race though
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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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September 3rd, 2003, 08:38 PM
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Shrapnel Fanatic
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Re: AI Campaign => For a Challenging AI opponent
Quote:
NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.
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I disagree. You can certainly easily use Ultimate Strategies Mod in AIC, as it is just Formations and DefaultStrategies files (that are important). FQM Standard and Deluxe can also be added in with not too much work.
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September 3rd, 2003, 10:09 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Imperator Fyron:
quote: NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.
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I disagree. You can certainly easily use Ultimate Strategies Mod in AIC, as it is just Formations and DefaultStrategies files (that are important). FQM Standard and Deluxe can also be added in with not too much work. Actually, YOUR Formations file is used in AIC if I am not mistaken and it is great. And you are right, as long as the AI has its Formation supplied within
Regarding DefaultStrategies files the AI in AIC require it own logic for Fighter Attack, Optimal Firing Range and Maximum Weapons Range to a lesser degree others. This is mainly for the Tactical Fighters Priorities and Satellites being shot at by AI ships that pack primarily only missiles and other miscellaneous AI reasons in AIC�
FQM Standard and Deluxe I am licking my chops for this to be ADDED on AIC with your Images, your anomalies, this is outstanding work and I would like to put a few PURE FQM Quadrants in for the Players choose, from the Quadrant menu when starting a new game asap, I receive at least 2 to 3 E-mails a month to get this in with QBrigid being your biggest fan.
[ September 03, 2003, 21:19: Message edited by: JLS ]
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September 3rd, 2003, 11:01 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
FQM Standard and Deluxe I am licking my chops for this to be ADDED on AIC with your Images, your anomalies, this is outstanding work and I would like to put a few PURE FQM Quadrants in for the Players choose, from the Quadrant menu when starting a new game asap, I receive at least 2 to 3 E-mails a month to get this in with QBrigid being your biggest fan. [/QB]
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Now that this is out of the bag when do plan to add FQM, Sully
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September 3rd, 2003, 11:07 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
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