.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #34  
Old March 7th, 2003, 09:04 PM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

The AI appears to have severe problems with "no WP connected" anyways. I will repeat another test with high bonus and 10 planets start but I guess it will not be much better:

-new Krill AI 5000pts, mining aptitude impressive
-no WP connected
-medium settings (I have dropped the idea of poor start), no bonus, 1 planet start

game date: 2827 (427 years later)
-TWO WPs have been opened, a WP opener ship is surfing through the systems just sucking up minerals (25K/turn), mineral resources zero, org+rad is filled completely.
-7 ships and a few sats, a medium breathable planet 2 sectors away from home is filled with megalopolies, the other planets are fairly developed with monoliths, megaplexes
-Researching for SM 8 (sphere world placement generator, mmh, maybe I should let it run for another while...)

With all of the other tests before, I have never seen AI opening more than 2 WPs yet.

Some thoughts about the rest of the game setup, although it will be boring if the AI will be that inactive:

-Guzzling supplies. I have created two additional racial tech entries without costs: supply usage +50% and supply usage +100% to get some experience with it. A first level colonizer with supply cargo I (6000) would have supplies for 25 sectors if supply guzzling (30%) and +100% is set. Funny, the restricted traits that are set for guzzlers do not work, I mean you can set what you want, e.g. power conservation and guzzling to get a reduction by 25% + an increase by 30% (makes not much sense, I know).

-I have found some objections against the mass increment, or "engines per move". If I would increase them too much, the long range weapons become too overpowered. And if the colonizer would e.g. just move 1 sector per move with 8 engines it would be no difference if it has supplies or not (because of the min. 1 emergency drive).

-Human players should do some self-restrictions, like: it is not allowed to build troops or colonizers in space. I still favor the idea to decrease organic output of SY components drastically and additional to that I would prefer higher organic costs of colony pods. It has to take some 10 years to build a colony with a SYS, so that colony ships would have to be launched from planets only and always. OTOH this would be bad for organic races, any ideas to circumvent that?
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:38 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.