 
			
				July 14th, 2004, 02:47 PM
			
			
			
		  
	 | 
	
		
		
		
			
			| 
 
  
			
				
				
				Lieutenant Colonel 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2003 
					Location: RI. USA 
					
					
						Posts: 1,470
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
    
	
     
	
	
		
		
		
			
			
				 
				Re: AI Campaign => For a Challenging AI opponent
			 
             
			
		
		
		
		Originally posted by Yimboli:  
         
	Quote: 
	
	
		
			
				I think you misunderstood my motivation for making the suggestion.  When I come across a system in a game, I usually colonize the largest breathable planet, set up a debarkation depot, and go on my merry way.  It is not until I have a solid economy that I worry about colonizing the non-breathable planets.  Thus, in my game right now, I have whole systems with only a couple planets colonized. 
My suggestion is solely aimed at convenience. A universal colony hull would eliminate the mundane task of recording the number rock, gas, and ice planets in a system, and ensuring you are making the right amount in your space yards. With a universal colony hull, you need only count the *number* of planets you want to colonize in a system.
			
		 | 
	 
	 
  
Absolutely, the UC is agreed by most - to be a fine Idea and addition for the AIC Human Players.  It really takes no options away from  Human Players and it is a fine {{{trophy/reward}}} if you will, to those that have accomplished all three colonizer type techs                       
- - -
           
	Quote: 
	
	
		
			
				   
I understood you to assert that humans would be more powerful with a universal hull. Perhaps I misunderstood you? I don't see how we would be a more challenging adversary vs. the AI with universal hulls.
			
		 | 
	 
	 
 I am not sure I would go as far as to say “an assertion“: however, with se4 v1.91 Multi Colonizers may be fine for other MODs AI and it has never been my desire to remark in any negative understanding, on another designed MOD on Public Forum.   
 
My Last post defined the AIC AI and absence of need for additional SYSTEMS and the Planets located with-in. 
 
Currently the AIC AI will compete for Systems to that of Human Players - Moreover, this is to  desired limits (that is defined by a pre-programmed time).  The AIC AI needs no more Planets then it may accomplish in this time and if this AIC AI Colonization doctrine is altered: 
 It may change the expected competitive results  of AI vs. Human Players on some default Quad  Maps and may justify the need for MAPS that exceed se4 true default values and thereby loosing the structured intent of the se4 default map levels and design. 
 
Exceeding Colonies from the AI will put undue pressures on the Human Players in smaller or moderate Quad maps: perhaps forcing an aggressive stance from friendly AI Races and  that may be earlier then the Human Players (and to that of some AI Players) may want.   As it is - the Humans Players on average in AIC, do dictate the options for total WAR with the less violent AIC se4 races. 
 
The AIC can  have many more Planets (Any Number to that more then the Human Players and for those that wish not to consider above - may wish to Consider the Political effects and the comfort levels that the AI (review se4 AI settings) may now have and the responsiveness of any previous setting and that this in other mods may now need to be readdressed as to maintain the integrity of the Political files. 
 
And above all, with the hopes that this may contribute to the close of this item for the AIC AI: 
 
         
	Quote: 
	
	
		
			
				 Originally posted by JLS:  
We have always seen the AIC AI Players Colonize very well compared to that of Human Players and we all know the capabilities.  
Certainly we can have them colonize more - Moreover, this will only deny the Human Players of Valuable Resource Systems and Planets in the Mid and End Game as a result - this must be cautioned.   
 
Clearly it is not more Resources, Intel or Research the AIC AI needs - Since se4 v1.91 I am forever throttling this AI Balance back - as you may have noticed.
			
		 | 
	 
	 
 This (may) now also apply in many ways to all existing se4 v1.91 MODS with applicable and specific -  desired AI players  
 
 
= = = = = = = = = = = = = = = 
 
Reference Ulkra se4 default AI DATA FILE - Anger and Settings : 
 
================================================= 
AI ANGER DATA FILE - Default 
 
This file governs how the anger of an empire changes based on different events 
caused by another player. Amounts can be positive or negative changes to the current 
anger level with the responsible player.  
 
Per Attack Location 
  Amount per planet of another player that we want.  
"~" 
 
================================================= 
*BEGIN* 
================================================= 
Max Ship Size Tonnage From Start 1 Amount                                    := 510 
Max Ship Size Tonnage From Start 1 Num Turns                                 := 20    
Max Ship Size Tonnage From Start 2 Amount                                    := 610 
Max Ship Size Tonnage From Start 2 Num Turns                                 := 40    
Max Ship Size Tonnage From Start 3 Amount                                    := 0 
Max Ship Size Tonnage From Start 3 Num Turns                                 := 0    
Turns to Wait until next attack                                              := 6 
Maximum Maintenance Percent of Revenue                                       := 80 
Maximum Research Point Generation                                            := 100000 
Maximum Intelligence Point Generation                                        := 100000 
Maximum Systems to Defend at a Time                                          := 3 
Get Angry Over Allied Colonizable Planets                                    := True 
Get Angry Over Enemy Colonizable Planets                                     := False 
Percentage of Allied Planets to consider as Attack Locations for Anger       := 10     
Percentage of Enemy Planets to consider as Attack Locations for Anger        := 0 
Personality Group                                                            := 1 
Ships don't move through minefields                                          := false 
Ships don't move through restricted systems                                  := false 
Clear orders on encounter enemy                                              := false 
Clear orders on encounter all                                                := false 
Percentage of total satellites to keep as planetary cargo                    := 40 
Percentage of total drones to keep as planetary cargo                        := 40 
Number Of Anti-Ship Drones Per Target                                        := 3 
Number Of Anti-Planet Drones Per Target                                      := 3 
Maximum Anti-Ship Drone Target System Distance                               := 5 
Maximum Anti-Planet Drone Target System Distance                             := 5 
 
================================================= 
*END* 
================================================= 
  
 [ July 14, 2004, 14:21: Message edited by: JLS ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 |