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  #881  
Old October 25th, 2003, 01:35 AM

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

Sweet job JLS, looks like I will be playing AIC all week end. Nobody should miss me at work today
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  #882  
Old October 25th, 2003, 01:40 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
[b]

NEW~Races that you wish not to start your next random game; Place in the [Pictures folder/Race removed from play folder].

BAD idea - SEIV MUST have at least 20 races in pictures folder. If it has less than 20, weird things can happen !
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  #883  
Old October 25th, 2003, 01:58 AM
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Alneyan Alneyan is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:
I think maintenance numbers are fine - if you spend 500 points, upkeep of 1K ship goes from 100 to 95 -> reduction by 5% -> your economy is better of by 5% in minerals, radio and organics. To get the same effect by raising production bonuses, you should spend points to buy 5% in all 3 categories.
It only works when you are under threshold though. (That is, before 108) After that, you will need 1500 points to have a relative reduction of 5% of the upkeep. So here are the numbers for and after threshold:
* 800 points for a reduction of 0,8% of upkeep, you would need 1000 points for a reduction of 1,0% of the upkeep. A ship costing 100 mineral every turn would then cost 90 mineral.
* 1500 points for a reduction of 0,5% of the upkeep, and you would need 3000 points to have a reduction of 1%. Your ship costing 90 mineral would then need 80 mineral every turn.
You would therefore need 4400 points for having a relative reduction of 20% of the upkeep. (8X100 for 108 and then 12X300 after 108)

On the other hand, you only need 500 points to have a +20% in mineral, organics or radioactives. 1500 points for a global improvement of +20% then, although organics are usually not that useful. These figures are still before threshold, which is at 120. An increase of 1% requires 25 points.

At this moment, you have virtually the same effect for almost 3000 less points.

Now after threshold, at 120:
* You need 60 points to increase your mineral production by 1% => 1200 points for an increase of 20%
* You need 50 points to increase your organics/radioactives production by 1% => 1000 points for an increase of 20%
* 3200 points then for a global increase of 20%, although once again, organics aren't that useful.

So for 4700 points, you have an increase of +40% of your production, while on the other hand, your maintenance costs may be reduced by 20% for 4400 points.

However, I have yet to take into account the cultures. Although it seems like the Worker culture helps more production than maintenance, and so won't change much. Before I digress even more, are my calculations credible for you JLS or am I forgetting something essential? I mean, there may be a flaw in the reasoning. (Silly maths)

EDIT: About your example Oleg, you need 500 points to reduce upkeep by 5% (100 => 95), but you only need 375 points to increase resource production by 5%. So even there, increasing resource production is cheaper. (For instance, in one case, you pay 95 mineral upkeep and produce 100 mineral, in the other case, you pay 100 mineral upkeep and produce 105 mineral)

[ October 24, 2003, 13:02: Message edited by: Alneyan ]
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  #884  
Old October 25th, 2003, 06:07 AM

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

Originally posted by Imperator Fyron:
Quote:
Hmm... looks like time for AI work for a certain mod...
Absolutely, I am starting with the Adamant AI Sunday night after football; true a little late but as promised.

Quote:
"Revised Happiness File ~Fyron"
For the 8 millionth time... I did not make that file. I have no idea who did, but it was not me.
I really think you did it; but you now have forgotten, Fyron...

Regardless, that happiness file is great, and was instrumental with the revision of the AIC�s default Human Players Happiness cell
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  #885  
Old October 25th, 2003, 06:30 AM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Make sure to get the latest Version before you start on AIs.
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  #886  
Old October 25th, 2003, 07:09 AM

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

Will do Fyron, I will post at Adamant to confirm the correct DL Version
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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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  #887  
Old October 25th, 2003, 07:25 AM

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

Originally posted by PsychoTechFreak:
Observing the Extras folder
Quote:
I assume "default psychic intel" could be implemented in the default intel projects file, or is it different?
And, what does this intel projects file do: "psychic intel HP CI" ?
Psychic Intel Human Player Counter Intelligence zip file option will help to reinforce the Human Players defense against the AI Players Intel attacks, should the AI Players Psychic Intel effects become to burdensome.

The Intel zip options may be interchanged and counterchanged at any time thru out your game, just reload the save from desktop.
- - -

Quote:
What's tha difference(s) between default, high and low event frequency files?
All these option zip files are for players that may not be comfortable changing the Data settings, so if they want to experiment with different Event looks; now they can, with a simple zip change that is not unlike the initial AIC mod installation procedure.

AIC v4.0 supplied EVENT Options:
(e1) You may interchange or counterchange any of the Default Events low, med or high at any time, just reload save from desktop.

All three-default Event files are identical in all categories and will have NO in-game irreversible or game stopping events
e1a: AIC default LOW Event Frequency zips option; is complete with a settings file at L10%, M20%, H50%.
e1b: AIC DEFAULT Event Frequency zips option; is complete with a settings file at L20%, M40%, H60%.
e1c: AIC default HIGH Event Frequency zips option; is complete with a settings file at L30%, M60%, H84%.

I feel 84% is the frequency maximum for the extreme default settings files and it make a nice fit with the Heroes Epic +15 CBEC = 99% chance for that system, if you can believe in those Heroes, Idols and Gods mumbo-jumbo stuff

- - -
Also supplied for the Players that wish to have added deadlier events:

(e2) AIC Events Planet destroyed zip option: L10%, M20%, H50%.
In addition, once this is added to an on going game you really should not interchange back to a default Events of option (e1abc). Knowing that there is still a possible Planet Destroyed in the mix and that cell (34) may need to be called again in about Time Till Completion := 10 . So basically, if you where to go back to defaults from a greater option and Last 11 turns I would think you are now good to go, with out error for the remainder of that game.

(e3) AIC Events Star destroyed zip option: L05%, M20%, H40%.
In addition, once this is added to an on going game you really should not interchange back to a default Events of option (e1abc)or (e2). Knowing that there is still a possible Planet Destroyed and Star destroyed in the mix and that cell (34 and or 35) may need to be called again in about Time Till Completion := 30 . So basically, if you where to go back to defaults from this greater option and Last 31 turns I would think you are now good to go, with out error for the remainder of that game.

== == ==

(e4) Stock se4 events must start new game zip option: L05%, M10%, H25%.
The se4 Stock Events file may be added, however this must be for a new game only. If you add (e1), (e2) or (e3) chances are you will error at some point in your game due too; all cells not even close to that of the default Event files and TTC READ ERROR will occur in games beyond 19turns.

== == ==

Inclusive of the above, you may use any Event option when starting a new game�
You may interchange or counterchange any of the Default Events low, med or high at any time, just reload save from desktop.
In addition you may add EVENT option (e2)or(e3) to (e1)without error fear.
You also may add EVENT option (e3) too (e2) also without error fear.

= = =

Whos is on first. No He is at third. Who is on first?

[ October 25, 2003, 06:44: 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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  #888  
Old October 25th, 2003, 09:00 AM

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

Originally posted by Grand Lord Vito:
Quote:
�New Event file with good and bad events; and a Default high zip file that operates at 84% High Event Chance frequency for an ever changing universe. Settings for the Default are LOW 20% MED 40% HIGH 60% frequency."

JLS the new Events are fantastic. I started my game at dawn and I haven't stopped playing the game since
Great, glad you are enjoying your game.

What FREE Human Player starting traits did you choose?
= = =
NEW~Trait Human Player option 1 (O1*) Human Players Advantage: Resulting in a more robust game that requires LESS Micro Management and logistics. Your game will be less dependent on Star Liners with this option.
~Trait Human Player option (O2) Human Player - Advantage for a Balance: That will result in a Better all around Home World.
~Trait Human Player option (O3) Human Player - Excellent Advantage: For a much higher Proportions of Resources (not recommended for Finite Games).
~Trait Human Player option (O4) Human Player - Results in a game requiring more logistics.

~Players may also add (mp1 thru 3) for Handicapping for Multiplayer. MP1-3 May also be used in Solo games, great for a Dual Race Bonus.
~Trait Human Player option (SF) Human Player - Terminal Advantage: Strategic Fighters(gives Fighters System move capabilities)
= = =

Quote:
Did I mention your new Events are great. I like the way set up the Medical Teams as an event that gives us a chance to answer a medical crisis before it gets out of control, nice touch.
Yes I did make note of your mention's

This is a result form Oleg's observation that we loose way to many Colonies to: Level 2 and Level 3 se4 Plagues.

If you noticed with AIC v4.0; Medical teams WILL prevent a Medical Crisis at a Colony; providing the Releif ship arrives in time to apply the necessary medical treatments.

~TIP~ You may want to always maintain a Medical Team or two on Stand-by for any Colony that may become in need
- - -

Quote:
Warping that now has a new meaning
Agreed, with v4.0 default events and Event Frequency setting are High and you have a Moderate Player Count in your game: Your Warp Opener could be very busy keeping the warps open.

And yes there will be an ever changing universe with some apposite conditions
- - -

Quote:
RAIDERS: Playing against them is like a game with in a game (sweet)
This is adopted from the Eye candy MOD and really comes into Play again when some apposite conditions are in effect

~TIP~ You may want to always maintain a Security Fleet of about 4-12 inexpensive Scout Class vessels at the ready and available for the full use of any Governors discretion, for the welfare of that Colony

= = =
Thanks GLV

[ October 25, 2003, 23:27: 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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  #889  
Old October 25th, 2003, 12:11 PM

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

Quote:
Originally posted by Imperator Fyron:
Then you want to get the Design Names Anthology.

http://dna.spaceempires.net/
This is a great addition to AIC, all that may be interested just copy the downloaded Dsgnname folder to your AIC directory

(> Design Names <)

[ October 25, 2003, 11:12: 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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  #890  
Old October 25th, 2003, 02:16 PM
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QBrigid QBrigid is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:

NEW~Races that you wish not to start your next random game; Place in the [Pictures folder/Race removed from play folder].

It has worked totally fine, you move the Races you do not want to play to the not wanted folder, but you are correct; plus your race there must be at least:
3 Races in a Low AI Player game
7 Races in a medium AI Player game
12 Races in a High AI Player game

Other wise you may have a duplicate AI player, but if you have 13 Races at all times in your Race directory you will never have a Problem since that is what the default high Player Settings are set at (12).

Neutrals always should maintain 6, otherwise you may have a duplacate in a Med possably a High Player game

Thanks Oleg, I will add that 13 minimum Races are needed in your Primary [Pictures/Race Folder]

REFERENCE

Maximum Computer Player High Setting := 12
JLS its ok to move:
Cryslonite
Fazrah
Krill
Piundon
XiChung

This leaves 15 races in the RACES folder.
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