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February 21st, 2003, 11:00 PM
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Lieutenant Colonel
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AI CAMPAIGN ; Released
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This thread is for topics related AI Campaign :
Please download it in link below or in the Mods thread� Let me know what you think.
AI Campaign ~ Is optimized for Solitaire Play, Simultaneous Play, and Finite resources. It can be enjoyed in multiplayer LAN or Modem games as well. With its enhanced infrastructure, diplomatic and economic interface, in addition to an improved CHALLANGING and diverse AI. Included are startup choices for the Solo Human Player, which range from very easy to fatalistic.
AI Campaign~ Incorporates-> AI BALANCE MOD 5-8-2002 by John Sullivan. Created specifically for a more challenging AI. AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues to name a few and does not use our fun stuff like; star liners, low level Master Computers etc.
AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD 12-26-2002 by John Sullivan. Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.
AI Campaign~ Incorporates-> FINITE ECONOMICS MOD 1-2-2003 by John Sullivan. This MOD helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign. Finite economics mod Introduces Imperial Trade, trade centers and Asteroid Resource Domes.
AI Campaign~ Incorporates-> MULTIPLAYER LADDER HANDICAP MOD 8-8-2002 by John Sullivan. This helps less experienced players in your group by selecting an agreed MP ladder Handicap Level selection or selections from the Traits Menu for a point bonus that can be spent by weaker players before staring a new game. Tested and endorsed by The Strategic Gamers LAN Group.
Any questions on mod or Downloads,
E-Mail me @ [email protected]
To Download and for updates; click link below
(((> AI Campaign <)))
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[ February 21, 2003, 23:06: Message edited by: JLS ]
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February 21st, 2003, 11:55 PM
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Lieutenant General
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Re: AI CAMPAIGN ; Released
Very intriguing. But are you sure you can make AI work well with finite resourses ? So far it was a chalange. May be it would be better to optimize infinite resourses game for AI sake.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 22nd, 2003, 12:20 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
Very intriguing. But are you sure you can make AI work well with finite resourses ? So far it was a chalange. May be it would be better to optimize infinite resourses game for AI sake.
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Absolutely the AI can keep up, the trick is do you remember how to stay ahead in net resources. I bet its been awhile since you played a Finite Game�
The AI plays extremely well at Infinite resources as well in AI Campaign.
[ February 21, 2003, 22:27: Message edited by: JLS ]
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February 22nd, 2003, 12:31 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Actually, Oleg you are credited for help with the Temporal and Religious Races for some Components balance.
[ February 21, 2003, 23:19: Message edited by: JLS ]
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February 22nd, 2003, 01:50 AM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.
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February 22nd, 2003, 02:12 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
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February 22nd, 2003, 03:01 AM
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Lieutenant General
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Re: AI CAMPAIGN ; Released
Thanks, John
Another question before I actually play your mod:
Is it still benefitical to take Religious because Nature shrine can "grow" resources on all colonies ?
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 22nd, 2003, 03:11 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
Thanks, John
Another question before I actually play your mod:
Is it still benefitical to take Religious because Nature shrine can "grow" resources on all colonies ?
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With War Shrine, Death Shrine, Fate Shrine the Time Shrine is great for Resources.
Exactly the nature shrine has been toned down
and I believe the Talisman is what you suggested
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February 22nd, 2003, 03:25 AM
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Lieutenant General
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Re: AI CAMPAIGN ; Released
First impression: Looks REALLY good !
First comment: Designnames folder is empty. No big deal but anyway. It would be good to include into facility info how many research points Cultural centers generate.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 22nd, 2003, 03:32 AM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by JLS:
quote: Originally posted by Imperator Fyron:
AIs do not do well in finite resource games at all because they do not know how to balance production versus storage. Generally, after you destroy their main fleet or two, they are dead, because their planets won't hardly be making any resources at all.
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I know I have played many mods and Base SE4 since SE4 hit the market�.
AI Campaign is modeled to handle Finite very well, and Fleet replacement of its losses.
We have been building this for months.
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All I ask is that you try it. It won�t take you long to figure out how I accomplished this thru AI Balance and Finite Mods
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A matter of fact you have some contribution to this Model and you have been mentioned in the credits. Umm... sorry for not being 100% clear. My post was mostly referencing this statement:
Quote:
Absolutely the AI can keep up, the trick is do you remember how to stay ahead in net resources. I bet its been awhile since you played a Finite Game�
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and the AIs inability to normally handle finite resources games. I did not mean that your scenario/mod thingie wouldn't work. It could, as long as you built a lot of value improving facilities for the AIs when you set them up. Otherwise, they will eventually die off from not having any more resource production. They do not know how to build enough value improvement plants to keep pace with their resource production. They do not know how to limit ship building when necessary to conserve resources. They do not know how to balance resource producing facilities with resource storage facilities. If you made allowances for this to compensate for the AI stupidity, then they could indeed be able to pose a challenge.
Edit:
And also, might I ask what this means (in the mod's readme):
Quote:
Imperator Fryon for the inspiration of the Centurion Race and the copy of AICs CCC Image.
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[ February 22, 2003, 01:38: Message edited by: Imperator Fyron ]
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