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March 15th, 2003, 02:42 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by desdinova:
Quote:
JLS,
quesion about the tech tree. are there gaps in techlevels where nothing is gained for 2 or more levels in certain techs, or am i just missing required techs in something else. an example would be advanced design techniques. i have level 5 and didnt get anything and when i look at level 6 it shows nothing available. also going to level 3 in military science and temporal studies shows nothing new available. (i am trying to avoid going in and reading the text files to learn the mod, i want to play this mod thru without "cheating". well other than starting off with a ringworld as one of my starting planets due to a mistake on my part).
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Yes, most every tech tree is expanded; some with plus one tech, others with a few cross pre-reqs. This is to show some uncertainty in the way of research, �not all that is invested will bear fruit.� ( However, right click on techs that offer NONE or where you want to go(and there may be a hint!),
This was very controversial with the LAN group that tested AIC , the first time. When they accepted it, I revised the tech tree a little and they really like it, not knowing again the best research course, This went on with every AIC upgrade that they tested.
It added something new and challenging that kept their interest, (just a little more)!
I did the same with some of the AI personality�s�
I may continue this slight randomizer: (research and AI personality) a little, with future AI Campaign upgrades.
(an AI (gaoap) setting to 18% from 15%) will make a slight difference in your next game, with some AI�s diplomacy!
�not exactly knowing what seed, will bear the best fruit�.!
Of coarse all, with in some reason!
~
Quote:
edit: one bad part to the mistake is i am MEE. all my construction on homeworlds is going to ships just to blockade the 4 starsystems i control. but my research and intel points are keeping me ahead of the other races so i seem to be ok for now.
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Glad to see you are doing fine in those areas
What turn are you in?
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Quote:
edit 2: plus my planets are now 0% resources since playing finite resources, if it wasnt for the resources generated by the culture centers i would be dead by now (again). i have reloaded this game from the beginning 4 times now. (finite resources suck, but i will defeat them yet, just can no longer create super mining stations in your mod so having to find another way)
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I agree, Finite is tough and requires a lot of economics.
Thanks, you are right if it wasn�t for Imperial Trade on Culture Centers and other Urban Centers (Communities, Cities, etc.) it may be totally impossible.
Actually, in a Finite game �super mining Complexes� will just drain your resources even faster.
Some keys to success is asteroids mining with Out Posts, Organic Domes and Refining Stations!
All Planetary Systems should have at least one asteroid field, all Sparse Planetary Systems have much more Asteroid fields.
There are the familiar Asteroid Belts, but they may not be in every cluster and in a Finite game these belts, are worth defending and most certainly going to war for
�For those who control the Spice, control the Universe�
John
[ March 14, 2003, 14:20: Message edited by: JLS ]
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March 15th, 2003, 08:54 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
at work i am on turn 2047.1...also noticed that shield generators 4,5,6 and phased shield generators 2,3,4 are all listed in ship design screen even with list only latest available option on.
at home i havent played for a while.
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March 15th, 2003, 09:13 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
at work i am on turn 2047.1...also noticed that shield generators 4,5,6 and phased shield generators 2,3,4 are all listed in ship design screen even with list only latest available option on.
at home i havent played for a while.
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Thanks,
I will look into it.
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March 16th, 2003, 04:34 PM
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Re: AI Campaign => For a Challenging AI opponent
When I am finished with the game I have going now, where I am playing the diplomat, my next game, I want to play Finite, it looks like a real challenge and I am an accountant, so by what I have read, lets see how I do.
Can you look at Ablative armour, when that upgrades designs to 6 ok, but it showed 4 in componant design.
Now, it looks fine 1-6 ???
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March 16th, 2003, 06:58 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
I look forward to the conclusion of the infinite game you have going now.
I received your 781 turn game file. Thank You.
Why have you not explored the Eastern half of the Quadrant?
When and how do you plan on making your move to solidify your position and to strike one of the AI players, I noticed that Drushocka shows no great affection towards you?
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Starting Monday the Local LAN group and I are starting a new FINITE game, to look at some balance Issues, so if you can hold off your Solo Finite game until after next week, I could sure utilize your expertise and input if any changes are made.
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I will also look into Ablative, please Email me on exactly what you observed in the Design Component available for use scroll?
Thanks
John
[ March 16, 2003, 17:02: Message edited by: JLS ]
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March 16th, 2003, 07:08 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
noticed that shield generators 4,5,6 and phased shield generators 2,3,4 are all listed in ship design screen even with list only latest available option on.
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Sorry, I did not reply sooner, desdinova.
The shields are staggered to help the AI choose the best available, I will tinker with the only latest available option; so others may be hidden.
Thanks for the Heads Up.
John
[ March 16, 2003, 17:08: Message edited by: JLS ]
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March 17th, 2003, 07:47 AM
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Re: AI Campaign => For a Challenging AI opponent
ok, that makes since, i can see why the ai would need the different ones, i also noticed that about the ecm. i just noticed that the size of the ecm increases once certain levels are researched and it is a good thing that they are listed seperately as a destroyer cannot really hold the larger ones and still carry sufficient weapons. i like that it lets the larger ships help offset their penalties by giving components that they can carry but smaller ships wont necessary have room for. that armored structure is great, allows ships to take more punishment. but the increased minerals, and thus maintenance costs, i noticed nearly bankrupted me until i caught on. a destroyer with 5 of the ultra armored structure level 2 and the rest of the components costs over 10,000 minerals.
i really need to manage my fleets and resources better. (just what i need a game that reminds me how bad i am at resource management in reality )
edit. just to see how the tech looks at higher levels i have started a game with all the tech and have a few questions.
1. starbase baseyard V has constuction capability of 2000 per turn but temporal baseyard III only has capability of 1500. since temporal baseyard 3 is the most advanced tech it is the one that shows when i use show only latest. thus we actually lose out on this.
2. shield generator 1 is 30k but sg 2 and above are 40kg, this is also true in the basic game, thus when upgrading ships i have to remove components to get the benefit of level 2. can either level one be change to 40kg or the others changed to 30kt?
3. point defense ship mounts are larger than small ship mounts but do less damage. is the point defense supposed to be a smaller mount than the small ship mount? edit: i guess it could be larger to take into account the extra targeting capabilities the pt def mod, as it is +40 to hit where as the small ship mount is only +10.
[ March 17, 2003, 06:19: Message edited by: desdinova ]
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March 17th, 2003, 04:25 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
desdinova:
Armor Structure is Based from SE4 and refined in Proportions.
PvK, if I am not mistaken is paving the way in all Armor categories and with AWESOME results!
Yes, high level Armor; can do a number on the AI as well!
~~~
Quote:
1.starbase baseyard V has constuction capability of 2000 per turn but temporal baseyard III only has capability of 1500. since temporal baseyard 3 is the most advanced tech it is the one that shows when i use show only latest. thus we actually lose out on this.
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True, maximum effort in base yards has a higher return for all players then temporals highest base yard output.
One reason is that Temporal Technology yields not only the traditional facilities but will present Temporal Yards in the normal course of the Temporal research path.
I felt that if any Player wanted to make a maximum effort in ship yard construction, that Player should be rewarded with the highest construction output for BSYs.
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Quote:
2. shield generator 1 is 30k but sg 2 and above are 40kg, this is also true in the basic game, thus when upgrading ships i have to remove components to get the benefit of level 2. can either level one be change to 40kg or the others changed to 30kt?
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I am not sure of what you are asking of me, here?
Shield 1, auto upgrade as with the standard se4 procedures.
Sure all shields can be lowered to 30kt, I have not given this much thought.
What do you suggest?
John
[ March 17, 2003, 15:03: Message edited by: JLS ]
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March 17th, 2003, 10:43 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
1: temporal spaceyard, the problem i have is when i auto upgrade it replaces the regular spaceyard 5 with temporal spaceyard 3 which has the lower production, it was thinking tsy might be changed to another family or tsy3 set below the sy5 as most recent.
2: again with auto upgrade, the sg1 when is upgraded to sg2+ it says i have gone over the limit for the size of the ship by 10kt for every sg1 upgraded. just to avoid this problem i would suggest making the sg1 40kt just like the other shield generators. i have already done this with the games i am playing, but i am not sure if others have experienced this problem. i may be the only one who just hits upgrade and does not design upgrades from scratch for all i know, or others may not bother with lvl 1 shields.
[ March 17, 2003, 20:48: Message edited by: desdinova ]
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March 17th, 2003, 10:57 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
These are a few upgrades in the Next AI Campaign Update 2.02
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Revised Dome Miners to include Bridge.
Mining Complex same family upgrade from a mining Colony Facility:~Thanks, GLV.
Temporal Base Yards adjusted: ~Thanks GLV.
Temporal Lvl 3 BSY increased output (250 per) with(next and Last upgrade to BSY Lvl 5 BSY!)~Thanks desdinova
Space Yard Tech: Early Tech cost lowered: ~Thanks, Forum.
Large Star Liner needs room for Solar Collector:~ Thanks, Desdinova.
Improved Combat Sats
Improved Fighter weapons : ~Thanks LAN
Raise AI Cultural Center Costs
(No Warp Games) Tweaks :~ Many thanks for Time, Effort and Help of PsychoTechFreak tests with SE4batch tester.
~
** Only on update and not in Patch!
Latest Additions (See edit date & time Stamp
----------------------------
Now being tested for Next release:
Tech Path from Industry (Industrial Centers)=Robo Factrys
Tech Path From Computers (Universitys)=Planet Computers
)
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Agreed,
Temporal Lvl 3 BSY increase output (250 per) with next and Last upgrade to BSY Lvl 5 BSY!
Thanks, desdinova
John
[ March 26, 2003, 14:53: Message edited by: JLS ]
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