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  #1531  
Old July 24th, 2004, 04:10 PM

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

Quote:
Originally posted by QBrigid:
quote:
Originally posted by JLS:
Granted the Praetorians were nice enough to replace the Novian Star, at Sindarious - do not expect them to clear the two Nebulas in your South easter Cluster- Perhaps if you Clear them thru SM they will be kind enough to create a star for you in those System as well.
Now, once that is done; you will need Grave Plates and Cables along with a Ring World Generator
What I do is GIFT the Praetorians, Eee and the Tolytans the chart of the system I want them to Stellar Manipulate and they usually do

AIC always have had low costing Ring and Sphere World Components and they come out earler then stock se4. So GLV whats stoping you, make a few

I BUILT MY FIRST RING WORLD !!!
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  #1532  
Old July 24th, 2004, 05:56 PM

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

Your AIC Quad maps do not have to be Large GLV - any size and any amount of AI Players will be totally fine. However, new Players should always start their first AI Campaign game - with AI Computer Bonus of NONE.

With the way the moons are in the FQM-Cent Quads, some times it may be best to land a Colony with many moons and then build a Habitat Dome to gather organics from all the moons or a Rad Station or a Lunar Outpost will also gather all the lunar minerals combined Build an AIC Resource Station and you will collect ALL three resource types in total at that sector

- - -
There is a lot to be said about playing a gas race against any se4 AI - "LESS COLONIES" and most se4 AI Players do count and can become envious

= = =
Congratulations GLV on the Ring World placement - what took you so long

[ July 24, 2004, 17:13: Message edited by: JLS ]
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  #1533  
Old July 24th, 2004, 10:41 PM

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

QB.
Do not forget to put the Engineering Section (less ship maintenance), and a Self-Destruct on your Orbital Resource Station, this way you can forget about it when the deeds are done
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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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  #1534  
Old July 25th, 2004, 01:29 AM

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

It seems that I rarely see anything about sphereworlds... are they overkill? Do most people settle for ringworlds? I usually hold out until sphereworlds before I think about placing worlds around stars
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  #1535  
Old July 25th, 2004, 01:55 AM

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

I go for Ring Worlds and build on that. Mostly out of immediate need to get over the top when playing a higher AI bonus game - to counter attack a nagging, very tough and powerful nearby or leading AI opponent and end its reign outright.

Agreed, I also prefer to build them in a Bi or Tri Star System. Or a nearby cleared anomalistic Systems Nebula, Novian Star, etc.

QB offers good advice: Most AIC Science and Engineering AI races that are allied with you - WILL clear a Nebula, Black Hole etc. and/or build a Star for you. All they need are all the charts to plot a course to that System and the fuel to complete the project

[ July 25, 2004, 01:27: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #1536  
Old July 25th, 2004, 08:40 PM

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

Quick question, were the Scout, Escort, and Frigate hulls developed after the other hulls were finalized?

I graphed the Offense Bonus, and Defense Bonus vs. displacement (KT) and noticed those three break each curves mostly logarithmic nature. From what it looks like and from the descriptions in the mod, Off+ and Def+ are inversely proportional to displacement and proportional to movement.

However, the inconsistencies include the Scout and Frigates having equal Def+. I assume this is a result of the Frigate's top movement of 18. However, the Frigate's Def+ still seems too high. Also, the Escort's high Off+ doesn't fit inverse proportionality of Off+ to displacement. With Quantum Engines, both the Scout and Escort class hulls have max movements of 15, yet the larger Escort has a better Off+.
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  #1537  
Old July 26th, 2004, 04:37 AM
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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 Yimboli:
It seems that I rarely see anything about sphereworlds... are they overkill? Do most people settle for ringworlds? I usually hold out until sphereworlds before I think about placing worlds around stars
I always make Ring Worlds. With this FQM game I am playing now, I will make first Shpere.

Yimboli how what does a Sphereworld give you?
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  #1538  
Old July 26th, 2004, 08:01 AM

Paul1980au Paul1980au is offline
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Default Re: AI Campaign => For a Challenging AI opponent

In the standard 1.91 v game sphereworlds are almost never needed against AI opponents.

That said you can mod hte tech levels to bring them into play mid game where they can be used more widley but this does throw the game balance out a bit.
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  #1539  
Old July 26th, 2004, 11:14 AM

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

Agreed Paul1980au. A few Ring Worlds certainly is enough to fill our needs - when needed.

Although, the Sphere World is a neat wonder when accomplished
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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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  #1540  
Old July 26th, 2004, 11:32 AM

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

Quote:
Originally posted by madkillercat:
Quick question, were the Scout, Escort, and Frigate hulls developed after the other hulls were finalized?

I graphed the Offense Bonus, and Defense Bonus vs. displacement (KT) and noticed those three break each curves mostly logarithmic nature. From what it looks like and from the descriptions in the mod, Off+ and Def+ are inversely proportional to displacement and proportional to movement.

However, the inconsistencies include the Scout and Frigates having equal Def+. I assume this is a result of the Frigate's top movement of 18. However, the Frigate's Def+ still seems too high. Also, the Escort's high Off+ doesn't fit inverse proportionality of Off+ to displacement. With Quantum Engines, both the Scout and Escort class hulls have max movements of 15, yet the larger Escort has a better Off+.
Excellent question

As with Automobile engines and Airplane fuselages: all past and present and still to be designed - one would expect a performance ratio curb to be true and holy; however this was and is rarely the case
AIC *may* have taken some liberties and this also lends too some game play options and in game decision making as to the usage of some AIC Hulls:

- - -
Our first Hull is the 100kt Scout Class: with fair maneuverability numbers that lean towards a strong defensive capability. This Hull makes for a good utility vessel, and this little baby is the best suited for Efficient Engine performence. This class can serve as: recon, med ship etc. and the in-system light and inexpensive security vessel - that will keep our good planetary Citizens happy.

150kt standard Escort: with its fine balance that will yield good maneuverability - even with an engine payload at two thirds. This hull has great offensive maneuverability to slip into a tight spot and let loose those sometimes finicky and hard to target “early” Beam Weapons - with a closeup personal and greater accuracy then most other Hulls

200kt Fast Frigate: Is she fast, and very versatile - this Hull can outclass any other Hull and makes for one of the finest chase vessels for both its speed and the dodge-them defensive capabilities

- - -
Madkillercat, perhaps the 550kt Cruiser can use a little something else - this design is often neglected and she usually gets the pass with the Battle Cruiser next on deck - Perhaps we could better her defensive maneuverability’s. What do ya think?

[ July 26, 2004, 11:13: Message edited by: JLS ]
__________________
&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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