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April 7th, 2004, 03:15 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Open Q - What changes/settings do you use for human vs. AI games?
Now that the final patch is out for SE4 I thought I would re-kindle an old thread from 2001 (could not find it) but essentially the purpose was to poll people to find out what changes they make to the game when they are playing solely against the AI in order to "level the playing field" in terms of techs not used by the AI, settings, etc. I am interested primarily in easy changes to options, stock settings, certain techs turned off, etc. Please don't post huge readme.txt files of component changes, etc. - if you use a particular mod, just mention it and why. DISCLAIMER - All observations on what the AI will or will not do are based on player observations (including my own) - not on any actual knowledge of the program code. I'll start:
[GAME OPTIONS DURING SET-UP]
(1) Personal preference - but I typically give players a 3 planet start instead of 1 since the AI does not recover if it is hit a deathblow (like losing its only homeworld) in the first 20 turns.
(2) I typically "turn-off" certain techs. The general reason is that although an AI author can force the AI to only research certain techs in the AI research file, it is hard-coded into the game that the AI will continue researching all available tech when it reaches the end of it's personal file. Furthermore, if a particular tech is not turned off, it can still be used by human players to create an unfair advantage by their use of as value in a gift that will not be used by the AI. The specific reasons are as follows:
(A) Resource Manipulation -> the AI will not build nor use resource converters or ultra-recyclers. Accordingly, this presents an unfair advantage to the human player.
(B) Scanners -> As far as we know, the AI does not use the information gained from scanners. Removing this ability removes both the scanners and the scanner jammers from use. Furthermore, the ability "scanner jammer" is the only way that AI designers can force the AI to use "scattering armor." If the AI eventually has scanner jammers via gift or otherwise - it will weaken many of its ship designs because it will put in a scanner jammer instead of the scattering armor.
(3) AI Setting to "High" and bonus set to at least "Low"
[DATA FILE- SETTINGS.TXT]
(1) The line "Retrofit Max Percent Difference in Cost" changed from 50 to 150 so the AI does not repeatedly try and retrofit its ships in endless cycles and also helps to max their designs.
(2) The line "Maximum Mines Per Player Per Sector" reduced from 100 to 50 to give the AI a chance against minefields since it still has some trouble dealing with them (better now, but not totally cured by the patches).
[PERSONAL SELF-IMPOSED RESTRICTIONS]
(1) I only allow myself to mine warp points (not planets) since the AI will not mine its own planets.
[MODS]
(1) Tampa-Gamer\Lucas Intel Mod (on gold disk) -> creates a separate tech area for Human Intel and adds it as a prerequisite to those intel projects that the AI does not use - but will nonetheless waste intel points on anyway.
(2) TDM ModPack (of course!) -> provides revised original and new AI races for which each author spent a lot of time maximizing the individual tech trees, designs, politics and build queues specifically for each race.
That is all I can think of off the top of my head. Look forward to hearing everyone's thoughts.
-TG
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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April 7th, 2004, 03:51 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Open Q - What changes/settings do you use for human vs. AI games?
Latest Proportions, 255 systems, not all warp points connected, player homeworlds not same size, warp points anywhere in system, lots of AIs & Neutrals, max difficulty and bonus. The amount of racial points varies, but I generally don't use all mine to give the AI a chance.
I usually turn off tactical combat as well, it's too easy to beat the AI in tactical.
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April 7th, 2004, 03:57 PM
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Lieutenant Colonel
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Re: Open Q - What changes/settings do you use for human vs. AI games?
RE:
Quote:
Originally posted by Tampa_Gamer:
(1) I only allow myself to mine warp points (not planets) since the AI will not mine its own planets.
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Really? I could swear the Ai in some games I used to play mined planets...huh! Guess I'll have to look at that...my memory ain't what it used to be...
thanks,
Alarik
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April 7th, 2004, 04:54 PM
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Corporal
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Join Date: Dec 2002
Location: Cambridge England
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Re: Open Q - What changes/settings do you use for human vs. AI games?
I play on high diff/med bonus against selected
TDM AI's. I also only mine rock planets, I
found the game became too easy if I used Ice and
Gas planets.
I had turned the Max refit line to 75 but I guess
150 would be better.
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April 10th, 2004, 03:36 AM
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Captain
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Re: Open Q - What changes/settings do you use for human vs. AI games?
Quote:
Originally posted by alarikf:
Really? I could swear the Ai in some games I used to play mined planets...huh! Guess I'll have to look at that...my memory ain't what it used to be...
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Well, I have been testing my TDM races a lot the past couple of weeks and have never seen mines launched by AIs over their planets (unless there was a warp point in the same grid as well). Has anyone else seen the AI mine planets? That would be awesome if this change slipped into one of the patches.
-TG
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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April 10th, 2004, 04:24 AM
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Brigadier General
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Join Date: Apr 2002
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Re: Open Q - What changes/settings do you use for human vs. AI games?
Nope, never seen TDM AI mine planets. Play them quite a bit.
Slick.
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Slick.
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April 12th, 2004, 02:13 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Open Q - What changes/settings do you use for human vs. AI games?
just to add my two cents:
a) Change the fuel that fighters use per turn to a higher value, because the AI don't use fighters strategically, this will force the human player only to use them tactically, like the AI.
b) Never attack the AI without declaring War first, it's too easy to attack an AI withou teatries and they don't declare war on you and don't retaliate...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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April 14th, 2004, 11:32 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: Open Q - What changes/settings do you use for human vs. AI games?
Quote:
Originally posted by Makinus:
Never attack the AI without declaring War first, it's too easy to attack an AI withou teatries and they don't declare war on you and don't retaliate...
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Really? I guess I never tried this. I thought the status automatically changed in the treaty field when you attacked their ships...I'll have to check this out tonight.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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April 15th, 2004, 02:53 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Open Q - What changes/settings do you use for human vs. AI games?
It depends on how the AI's anger files are setup. If they get mad quickly over the loss of ships/planets/etc, they'll likely reach the point of declaring war very quickly.
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April 15th, 2004, 08:08 AM
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Lieutenant General
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Re: Open Q - What changes/settings do you use for human vs. AI games?
I rarely declare war on the the A.I. because they usually declare war on me first. Oh, I guess that's because I use team mode most of the time.
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