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  #771  
Old September 23rd, 2003, 09:09 PM
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oleg oleg is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Also proposed by Several Players; is an increase in StarLiner Speeds and Transport Speeds as it relates with propulsion levels, this looks like it may be in for AIC v4.0

Desired proposed StarLiner speeds:

Ion Engine, Contra Engine, Jacketed Engine, Quantum Engine

Small StarLiner with I=2 ~ J=3 ~ Q=4
Medium Starliners with C=2 ~ J=3
Large Starliner with J=2 ~ Q=3

Main concern here, it that a huge freight capacity carrying units to the front at rapid speeds, and the AI may be unable to keep up
I don't like it. Especially speed 3 for "j" engines. It is not that difficult to research and it effectively makes your starliners 50% more efficient - you either can slash your fleet by conciderable numbers or make population shipping 50% faster. May be et "q" level, but not at "j".
Just MHO.
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  #772  
Old September 24th, 2003, 05:38 PM

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

Hello,
Is there anyway to play this mod to take advantage of the improvements to the combat module without experiencing the lengthy econmoic/colony portion of the game?

Thanks
Devin
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  #773  
Old September 24th, 2003, 06:03 PM
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mottlee mottlee is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Devin Bass:
Hello,
Is there anyway to play this mod to take advantage of the improvements to the combat module without experiencing the lengthy econmoic/colony portion of the game?

Thanks
Devin
Welcom to the Forum the build up is 1/2 the fun
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  #774  
Old September 25th, 2003, 02:20 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
I don't like it. Especially speed 3 for "j" engines. It is not that difficult to research and it effectively makes your starliners 50% more efficient
I also agree with Oleg. Faster Starliners will take away from the logistics of AIC. This will really be a step backwards, I play tested it, and it stinks. Besides we have fast Pop transports with Medium Transport hull and just level 1 cargo bays. I like Alneyans ideas with the reproduction characteristics better, if a player wants increase the population faster with out to much logistics then play the Organic Race or beef up it up from the Empire settup with Alneyans characteristics

Oleg had a good idea about supplying images for the Human Players, there should also be a Scout and a CVE pic as well for each race.

[ September 25, 2003, 13:24: Message edited by: Grand Lord Vito ]
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  #775  
Old September 25th, 2003, 02:34 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
I like Temporal in non-connected games where fast research is very important and nobody can beat Temporal here ! My only suggestion is to have Temporal Planet Space Yard - with faster building rate than normal shipyard - available from the start. And why not if we have temporal base space yard ? To balance it, connect tech requirement for higher level with Space Yard Technology. Temporal player shall have to research both SY and Temporal tech. to get better facilities IMHO.
Great ideas for temporal balance and like Oleg said there at level one it does not make a difference with the advanced urban centers.
Besides IMHO by folding space and time. We Temporals should be able to build everything faster

I never like the idea of having to scrap the original HW planet shipyard just to build the Temporal one, now all we have to do is Upgrade

GREAT Idea Oleg

[ September 25, 2003, 13:43: Message edited by: Grand Lord Vito ]
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  #776  
Old September 25th, 2003, 03:01 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

[quote]Originally posted by GLV:
No Warp Point games are boring
Try No Warp with FINITE, now this is a challenge

Actually, I will take up JLS’S suggestion to try No Warp COMBINED with NOT all warp Points Connected.
This with a regenerated Centurion Map to my liking and for my total pleasure, I will play with FINITE resources
Quote:
Originally posted by JLS:
some may disagree about N-W being Boring.
However some may also agree, you really have your hands full playing No-Warp in Finite.

Also note: In a No Warp COMBINED with NOT all warp Points Connected game there is a good chance that you will start with one opened adjacent System. If you also play with Neutrals, you may get lucky and have Tex, Cluck, Nultoh, or Bobroba next door from jump to Trade with as well, so this may be of some aid in your Finite game
I am having the time of my life, the adjacent system is (was) the Bobroba.
Sure the trade and research agreement was fine, but there Home World flying the GLV national flag is finer

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You may be pleasantly surprised, what a little diplomacy can do (YOU WAR MONGER
My diplomacy leads with my gunboats
Diplomacy is for sissies
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  #777  
Old September 25th, 2003, 03:15 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
“Hey wait a minute”; this AI Player Says to him self. “never mind”, I actually like the >(D) 99% mineral ICE Planet better now.
Also since (B)Planets Value is now below 100%, the AI Player may just move on to the next Item on the AI_Planet_Types file; certainly that planet is no longer a consideration for that AI in respects to a Mineral Colony.

Basically, in a lot of peaceful scenarios the AI will be come less insistent as the desirability of Planets PV is decreased. They’re by less likely for the AI Players to commit its assets in Systems he cannot efficiently reach or fight over with any realistic strength; wave after wave or again and again.
So if the AI went to a far away system to colonize and then any Player glassed that new Colony. That Planets value will drop and that AI is less likely to travel all the way back because there is a good chance that a better planet is closer to him, so that cycle is not repeated again and again.

Quote:
Also to note: If the AI is in the Neg of any resource, his next Colony will be most likely will be the Closest Planet; regardless of the PV for that Resource. This explains why the AI builds Mining Colonies on Min 40*Orgs 123*Rads 132. Then you say why did the AI build Mining Facilities here; I would have made this a RAD Colony... Dumb AI
You, not knowing the AI Player needed minerals; because you just took all his >in that Last Offer Trade of AI's 100000 mins for your 80001 Rads that {one way trade} resulted in the AIs now scraping and scurrying to recover from deficits
This is why you set up the AI to trade for my two to his one. in resource kt.
This makes sense because it makes it difficult to accidentally-bankrupt the AI

Quote:

Now this really gets you up set
and you start to demand thru diplomacy; that you want that (B)130% ICE Planet,
but nooow >the AI Player says up yours
so you keep demanding he keeps saying nooow >up yours
until one of you breaks the Agreements, not necessarily war but that could be the option as well.

You now have the advantage of a powerful assault fleet.
Diplomacy nothing That is MY CLAIMED SPACE.
I would break the agreement- capture the bloody AI and there the GLV national flag will fly

[ September 25, 2003, 14:23: Message edited by: Grand Lord Vito ]
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  #778  
Old September 25th, 2003, 03:30 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Devin Bass:
Hello,
Is there anyway to play this mod to take advantage of the improvements to the combat module without experiencing the lengthy econmoic/colony portion of the game?

Thanks
Devin
No problems, start the game with high number of AIs, medium galaxy, all warp points connected. Give AI some bonus. For real fun select "team mode" - AI against humans. Enjoy
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  #779  
Old September 25th, 2003, 07:59 PM

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

Well I guess the raising of Starliner speeds did not fly. They will remain as v3.02...

AIC v4.0 may have the perfect solution for everyone and you all will be pleasantly surprised for its simplicity
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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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  #780  
Old September 25th, 2003, 08:15 PM

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

Quote:
Originally posted by Devin Bass:
Hello,
Is there anyway to play this mod to take advantage of the improvements to the combat module without experiencing the lengthy econmoic/colony portion of the game?

Thanks
Devin
Hello Devin

GLVs Medium Tech level starts is a more gradual introduction and you will benefit with an increased infrastructure techs and buildings to support your fleets sooner.

Olegs suggestion is indeed a lot of fun for a death match against the AI, however the AI Player will make minced meat out of you; at higher AI player bonuses.
+
In addition to both the above suggestions, you may want to start also with *Human Player Trait Options 1 and 2 this will afford you a good size fleet with out even having to build one single additional facility

If this is your first AIC game, it is suggested to play your games at AI Player bonus NONE, until you are more familiar with the Economics and the different mechanics of AIC.


[ September 25, 2003, 20:19: 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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