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  #641  
Old September 10th, 2003, 04:21 AM

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

Quote:
Originally posted by mottlee:
quote:
Originally posted by JLS:
Mottlee, your 285 turn >no warp- standard play game looks great.
The AI all seem fine and it appears you had one AI Race Spawned the Canarus Society this new Independent race surly would have show promise and contributed to this galaxy, if it not been so ruthlessly gobbled up by so treacherous of an Empire�

Your race Character is truly interesting, not to mentioning very Productive you are currently in first place and you have 92 ships with Battleships
Your opponent Eee; is in 4th with 118 Ships but only has cruisers
Systems and Planets about even with you having the advantage in Position and with many well prepared defensive positions that would make General Robert E. Lee proud.
~
~
~

Mottlee, you are in a fine possition to overpower the Eee

Go get um....

-----
Mottlee, may I release this AIC v3.02 save for the Comunitie? It is devvloping into a great game.
Go for it
> House of Mottlee <
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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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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  #642  
Old September 11th, 2003, 01:13 AM

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

AIC Players, please consider.

We have to choose!

(1) As AIC is (now) Random Events are with both Good and Bad Things
or (2) Random events that will only be bad and hurtful.

(a) This means that if you use LUCKY trait or the Cursed Trait then it defeats LUCKY to have Good events.(Good will be removed)

(b) However, if Lucky or Cursed is unlikely to be used then I will replace those Traits.(Keeping Good)

(c) Some may like Lucky in multiplayer games, this will result in fewer events (good and bad), even possibly altogether. Also reducing the Trait cost to lower then existing 500, or/to the considered 200. Cursed would go. (Keeping good and a reduced LUCKY)

= = =

Another choice on the impact to the Events may be the Fate Shrine; with Good events, again this is defeated; theoretically.

(d) If you put a lot of faith in the Fate shrine then GOOD events must go.
(e) We can remove the {Change Bad Event Chance} and add other Abilities (Keeping good)
(f) We can remove Ability altogether and leave Religious at 1500 as opposed to the considered increase to 2000.(Keeping Good)
Keeping (GOOD) will include the removal of any {Change Bad Event Chance} Urban Center subscriptions as well.

Also note:
Please also consider but lets save the actual discussion on {chance percentages} to follow this Good & Bad event choice. If GOOD Events are removed then it will be likely that a reduction in chance of: Low WILL be returned to default se4 5% and that Medium MAY be reduced from 20% to 10% or 15% � High will however most likely be set at 30%.

Your input is desired, Post here, and/or Email.

Thanks

John


REFERENCE
Trait Costs with the probable ADD-ON for a future AIC Version:
PVK's >Racial point balance mod<

[ September 11, 2003, 02:37: 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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  #643  
Old September 11th, 2003, 02:18 AM

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

I ask that the discussion on whether we keep Medium Rebellion to be used in AIC 4.0 Events now be closed. I valued and have consumed all that has been posted and this is truly much appreciated.

Your feelings on this issue and the Data collected by our parameter tests as well as PTFs continued tests with MB's se4 Tester will be weighed and a decision will be made for AIC 4.0.

Please follow > PTFs Tests <

Please Note: This is a test exercise and decorum is expected at that site

Thank you,
John


[ September 11, 2003, 02:34: 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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  #644  
Old September 11th, 2003, 04:55 PM
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Default Re: AI Campaign => For a Challenging AI opponent

What does the Fate Shrine do?
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  #645  
Old September 11th, 2003, 05:51 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Strong Not-intended-feature assumption
As far as I can remember Indepedent Nations have always been "spawnd" in AIC.

[ September 11, 2003, 17:18: Message edited by: QBrigid ]
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  #646  
Old September 11th, 2003, 05:56 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
What does the Fate Shrine do?
The Fate Shrines have basically three effects:
* They reduce the chance of a sabotage in the system. (Well, not really *that* useful)
* They reduce the chance of a bad event in this system.
* They improve the happiness of the population in this system.

If I understand correctly, your question JLS is whether to include good events or not. If you include good events, the Lucky trait will decrease the chance for these events to also happen right? Or the Lucky trait/Fates Shrines are only working against bad events?

I will post my thoughts as soon as I am sure I understood you.
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  #647  
Old September 11th, 2003, 06:24 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
quote:
Originally posted by QBrigid:
[qb]What does the Fate Shrine do?
The Fate Shrines have basically three effects:
* They reduce the chance of a bad event in this system.

I see nothing wrong with this, it means more good events will happen. Why would we want to change this, I don't understand?
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  #648  
Old September 11th, 2003, 06:26 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
quote:
Originally posted by Alneyan:
quote:
Originally posted by QBrigid:
[qb]What does the Fate Shrine do?
The Fate Shrines have basically three effects:
* They reduce the chance of a bad event in this system.

I see nothing wrong with this, it means more good events will happen. Why would we want to change this, I don't understand?

Oops, I wrote bad while I am not sure if the Fate Shrine is working against bad events only or any event. My mistake.
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  #649  
Old September 11th, 2003, 06:30 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
the Lucky trait will decrease the chance for these events to also happen right?
I have never used the lucky trait, but I would want lucky to increase good events and cursed to increase bad events.
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  #650  
Old September 12th, 2003, 01:27 AM

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

Quote:
Originally posted by QBrigid:

Strong Not-intended-feature assumption
QB,

What PTF is describing; basicly is a weird but interesting scenario as a byproduct of a rebellion of a Colony from a Sergetti system. That initial Rebel Sergetti Colony made agreements with the Sergetti and lived long enough to become powerful enough to build a Fleet to take out the mother Races Home World Planet defenses to control the system� Neat stuff; if you ask me

I am pleased

[ September 12, 2003, 01:13: 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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