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  #531  
Old September 6th, 2003, 05:12 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Furthermore, with all the proposed AI Rebellion remedies, it may lesson the total of new Independent Races spawned that enhances Human Player game Play, and this will not be a good thing - Oleg, would it?
JLS, the AIC and Adamants original Events file is and allways was fine, in fact both great. It appears you occupied most of your vacation placating this events max severity thing, when your intention was to release v4.0 this week.

Lets not throw out the baby with the wash.
I say, release AIC 4.0 with the tried & true 3.02 Events File, and move on.

[ September 06, 2003, 16:30: Message edited by: QBrigid ]
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  #532  
Old September 6th, 2003, 05:12 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
posted June 09, 2003
--------------------------------------------------------------------------------
FYI for new AIC players. Regarding Minefields

Yes, most AI Players will blow thru a 100 Minefield with a large fleet ….

About when the AI Player starts fleeting Light Cruisers especially Carriers, you can expect the AI to clear Minefields 100%, when fleeted with a CV and escorts vessels . Just like, you would expect a good and capable Human Player opponent would.

That is not to say, the AI will not make mistakes or loose many a good ship; Scouting, or a few Capital ships returning to or from a yard or refuel base (as a Human player may)

===

Please keep this in mind; the higher the Computer Bonus the faster the AI will fleet Cruisers and Carriers. When this happens the less effective your minefields will become.

============================
EDIT:

Expected AI Minesweeping resuts when fleeted for AIC: v4.00.

100+ Scouts (will blow thru a 100 Minefield)
46+ Escorts
46+ Frigates
DD 20
CL 10
CA 4+
BC 3
BB 2+
DN 2
BS 1
Hvy BS 1
---
CVL 2+
CV 1+
Hvy CV 1
======================
Basicly 10 AI Destroyers and 6 AI Light Cruisers will clear 100 mines without with out a minesweeper.

This will be about a 50% decrease on CL and below. and 20% to 33% decrease for Cruiser and above.
======================
Please note in AIC v4.0 > The Human Players will now have the ability to destroy mines with Fighter Carriers.
In addition, for all Human Players: Minefields will have NO effect on any BaseShip, Heavy BaseShip or Heavy Carrier class vessel.

Scaled to the respective ships displacements; Dreadnoughts, Battleships, and Battle Cruisers will require MORE mines to damage or destroy them.

Good work and thanks for your continued help with the mines in AIC >Mottlee.
OK I understand that they can/will go through a mine field but not without taking some hits to some ships
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  #533  
Old September 6th, 2003, 05:15 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Thanks for the file and your help with the mines, Mottlee

----------------

As a result from Mottlees continued help with balancing AIC Minesweeping over the Last few months, there will now be a reductions in the AI minesweeping abilities totaled to be about 30% over all with significant reductions applying to the early and early-mid game.

Furthermore, Please note in AIC v4.0 > The Human Players will now have the ability to destroy mines with Fighter Carriers.
In addition, for all Human Players: Minefields will have NO effect on any BaseShip, Heavy BaseShip or Heavy Carrier class vessel.

Scaled to the respective ships displacements; Dreadnoughts, Battleships, and Battle Cruisers will require MORE mines to damage or destroy Human Player Capital Ships
Nice job with the Minesweeping guys, I like it.

[ September 06, 2003, 16:16: Message edited by: QBrigid ]
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  #534  
Old September 6th, 2003, 06:18 PM

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

Quote:
Originally posted by mottlee:
Expected AI Minesweeping resuts when fleeted for AIC: v4.00.

100+ Scouts (will blow thru a 100 Minefield)
46+ Escorts
46+ Frigates
DD 20
CL 10
CA 4+
BC 3
BB 2+
DN 2
BS 1
Hvy BS 1
---
CVL 2+
CV 1+
Hvy CV 1
=========================
OK I understand that they can/will go through a mine field but not without taking some hits to some ships
Exactly,
If the AI was to enter your 100 minefield with a feet of 99 scouts, as it may be with base se4(ALL 99 AI SHIPS MAY BE LOST)
It would be true with 40 escorts or 40 frigates (ALL AI SHIPS WILL BE LOST)
The same would be true if the AI entered a 100 minefield with 15 destroyers (all destroyers will be lost)

Furthermore if the AI was to enter your 100 mine field with numbers closer to the above chart, for example a fleet of 17 or 18 destroyers many of the AI destroyer will be damaged or destroyed. However, some will get thru.

However, if fleet of 20 or 21 Destroyers was to enter a 100 minefield, then yes all will get thru with little to no damage. Picture it, as total armaments versus the mines if you will

-------------------------------------------------

The same applies to a mixed fleet of 8 Destroyers and 4 Light Cruisers, as it may be with base se4 (ALL SHIPS WILL BE DESTROYED) and this would include all TROOPS on any AI assault ships

If the AI enters a 100 minefield with a fleet of 10 destroyers and 4 Light Cruisers some may get thru but most will be damaged or destroyed and this would include most TROOPS on any AI assault ships

However an AI fleet of 12 destroyers and 5 Light Cruisers will get thru and will maintain the integrity of the troops and there assault ships
=================================================
In short and to recap:

1: Approximately any quantity or make up; at 70% or below the chart all (The AI ships will be lost forever)
2: Approximately any quantity or make up above 70% but less then 100% of the chart (The AI will take damage and destruction, but some AI ships MAY get thru) depending on the proximity to charts 100%.
3: Any quantity or make up above 100% of the chart, the AI will clear the Minefield with little to no damage.


This will also apply for Human Players to some extent with AIC 4.0 at previous post.

With AIC, the closer you reach Baseships and Heavy Carriers >mines are akin to throwing stones at today�s tanks

[ September 06, 2003, 18:48: Message edited by: JLS ]
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  #535  
Old September 6th, 2003, 07:03 PM

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

There are several options to adding Minesweeper support for the Human Player.

~If possible add this to the Plate Armor by Consulting with PVK on the best way.
~Add it to other Components.
~And/Or as I did with the AI in the Balance Module.

What are your thoughts?

[ September 06, 2003, 18:30: Message edited by: JLS ]
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  #536  
Old September 6th, 2003, 07:33 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
I certainly remember that Fate Shrine' reduction of events chance has been asserted to be fixed in 1.84. It would also fix lucky/cursed trait, I think.
I am fairly certain that it does not work. I ran some tests and had the same number of events hit me with or without it. I even tried modding it to 100% reduction of event chances, but had 0 change.
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  #537  
Old September 6th, 2003, 07:33 PM

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

Quote:
Originally posted by QBrigid:
JLS, the AIC and Adamants original Events file is and allways was fine, in fact both great. It appears you occupied most of your vacation placating this events max severity thing, when your intention was to release v4.0 this week.

Lets not throw out the baby with the wash.
I say, release AIC 4.0 with the tried & true 3.02 Events File, and move on.
Point taken, and thanks QB
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #538  
Old September 6th, 2003, 07:35 PM

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

Quote:
Originally posted by Imperator Fyron:
quote:
I certainly remember that Fate Shrine' reduction of events chance has been asserted to be fixed in 1.84. It would also fix lucky/cursed trait, I think.
I am fairly certain that it does not work. I ran some tests and had the same number of events hit me with or without it. I even tried modding it to 100% reduction of event chances, but had 0 change.
Fyron I agree with you
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #539  
Old September 6th, 2003, 07:38 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
I am reluctant to invest into 300+ turn game with catastrophic events on - just too paranoid

But I had AI HW rebellions before in "normal" games with default files.
Oleg, if you use the event file of AIC (I guess so) search for the first entry of population rebel. It is a medium event. Now, this is really a kind of mess what I see with this event file. It will be hard to observe the severity of an event from the texts. It looks like I have to mod the event file again to be sure. Medium and Low severities I have seen for the homeworlds also, just no high/catastrophic ones like planet explosions usually are set to. Maybe the different observations of the community result from different severity moddings? But maybe there is a difference between human and AI, let's see. I hope the one human player that I have to set on complete AI on is still handled as a human. I changed the high event chance to 500...
And I guess I have to start again with a clean events.txt.
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  #540  
Old September 6th, 2003, 07:40 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
quote:
Originally posted by JLS:
Furthermore, with all the proposed AI Rebellion remedies, it may lesson the total of new Independent Races spawned that enhances Human Player game Play, and this will not be a good thing - Oleg, would it?
JLS, the AIC and Adamants original Events file is and allways was fine, in fact both great. It appears you occupied most of your vacation placating this events max severity thing, when your intention was to release v4.0 this week.
At any rate, a reorganized events file is nicer to look through. Reordering them can't have any bad effects, so why not just use the reordered file, as the work is already done?
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