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  #111  
Old April 12th, 2003, 01:14 AM
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Krsqk Krsqk is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Krsqk,
Do you think there may be a way we could design a DAMAGE CONTROL COMPONANT, that would be a cross between or incorporating both a low value Shield Modifier and Ablative armor, at a reasonable tonnage kt? That would be a optional but a critical ship install and this component would be gained thru Repair Tech?
I was going to suggest something like this, but was too sleepy to come up with any specifics. Probably Shield Generation, along with Emissive Armor? I guess you'd need a Version for regular shields and one for after phased shields are researched (using Shield Generation and Phased Shield Generation abilities, respectively). Maybe even a small crystalline effect or shield regeneration. Of course, any shield generation abilities would be nullified by shield depleters, and the component would be damaged by shield disruptors.

There will probably have to be some combination of shield generation, shield regeneration, emissive ability, and fairly high tonnage structure. The structure shouldn't be too high, though, because it shouldn't outstrip the protection of armor--after all, the point of the component is to survive.

I seem to recall such a component being discussed in a thread a while back, but I can't find it right now.
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  #112  
Old April 12th, 2003, 01:52 AM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Krsqk:
Probably Shield Generation, along with Emissive Armor? I guess you'd need a Version for regular shields and one for after phased shields are researched (using Shield Generation and Phased Shield Generation abilities, respectively). Maybe even a small crystalline effect or shield regeneration. Of course, any shield generation abilities would be nullified by shield depleters, and the component would be damaged by shield disruptors.

There will probably have to be some combination of shield generation, shield regeneration, emissive ability, and fairly high tonnage structure. The structure shouldn't be too high, though, because it shouldn't outstrip the protection of armor--after all, the point of the component is to survive.
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I will get started on your suggested design and get in test for the mourning.

Thanks


[ April 12, 2003, 00:54: Message edited by: JLS ]
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  #113  
Old April 12th, 2003, 03:04 AM

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

i am having a problem with the files you sent me. if i start a game with medium or high level technology then i dont get cultural centers i get mining expedition I's, Rad expedition and farm settlement. if i start with low technology then i get cultural centers. i do however get the temporal cultural centers regardless of what level of tech i start with.

edit: i normally start with a low tech game so i dont know if this was happening in previous Versions or not. but in this case since i wanted to create fully researched base and ship components i tried a high tech game. i am playing a organic temporal race. i double checked to make sure i had selected the required human tech since that is a requiremnt of the cultural center and i had done that.

[ April 12, 2003, 02:16: Message edited by: desdinova ]
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  #114  
Old April 12th, 2003, 03:06 AM

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Default Re: AI Campaign => For a Challenging AI opponent

All set, file on the way...

Nice Job, Thanks

[ April 12, 2003, 02:22: Message edited by: JLS ]
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  #115  
Old April 12th, 2003, 03:24 AM

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Default Re: AI Campaign => For a Challenging AI opponent

i am at work and have no way of downloading at this time. is it a simple fix that i can just edit my copy?
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  #116  
Old April 12th, 2003, 03:35 AM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by desdinova:
i am at work and have no way of downloading at this time. is it a simple fix that i can just edit my copy?
The Problem was in the Construction Tech file Raised level setting; allowing Resource Facilities from the Beginning of the game, at Med Tech.
There by breaking the Organic, Psychic and Crystal Culture Centers. Temporal Cultural Centers gives you a small Research Bonus that is why that Loaded.

You should be all set for Low and Medium Starts now, with this change.

Please edit your Tech File to this setting:

Name := Construction
Group := Theoretical Science
Description := The science of constructing buildings and City Centers.
Maximum Level := 6
Level Cost := 10000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0

File is already in the Mail.
Thanks, again


[ April 12, 2003, 02:53: Message edited by: JLS ]
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

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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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  #117  
Old April 12th, 2003, 03:44 AM

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Default Re: AI Campaign => For a Challenging AI opponent

thanks. have done. playing now.
edit: tried a high start and now i dont even get the temporal cultural centers. all i get are the mining exp, rad exp, and farm settlement, i dont even get the temporal cultural center. on the medium tech start it still same problem but i do get the temporal cultural center.
i will just wait until i get home. i will reload AICampain and copy the patch you sent.

[ April 12, 2003, 02:58: Message edited by: desdinova ]
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  #118  
Old April 12th, 2003, 04:10 AM

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

just checked in v2.02 and it was the same way with high and medium tech starts. i will check v2.01 when i get home also. plus try installing the patch you sent.
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  #119  
Old April 12th, 2003, 03:39 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Desdinova.

You defiantly found a bug for Medium Tech starts, that was in all previous AIC Versions that would effect Human Player.

The fix I posted or the File I sent you will defiantly resolve your Medium Tech Start Situation in loading Culture Centers and we will no longer have Resource Facilities as a problem; in a Low or Medium Tech Starts.

If after the new Tech file install and you are still experiencing trouble:

1: Please Reinstall the Full Version of AI Campaign that you have, so we will start fresh.

2: Then please install the 2.02 FILES update, this will add the new AI files.

3: Then please overwrite the DATA files with 2.03p Beta update.

4: Then overwrite with the Tech File Fix I sent you Last night.

I am curious what you think about the new, Base Repair Station component?

~
Please Note:
At this time, with MOST MODs that have Cultural Center designs; we do not recommend to Play a game in the High Tech start mode…

But I may be able to fix this, I will take a look at it.

[ April 12, 2003, 17:45: Message edited by: JLS ]
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&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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  #120  
Old April 12th, 2003, 04:14 PM

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

Now that the Cultural Centers are Loading normal with the beta 2.03p tech fix and after we resolve the new Base Repair Station for 2.03, we can take a look at the need to Balance the type CC that is loaded for a Dual Race Class.

In Finite Play:
Imperial Trade from the Different Cultures really can make the difference in Cities and the various Large Culture Centers

Since {RADs} are the first resource to be depleted, we have to be sensitive to that. Organics from mother Planet, are very easy to accumulate and do not deplete near as fast (if at all) as all other recourses.

So for Races:

Organic + Temporals (Perfect). There should be about 50% Basic CC's, 30-40% in Temporal CC's for the (Imperial Trade in RADS) and 10% Agrarian Culture Centers.

Psychic + Temporals, Perfect

Psychic + Crystalline, Perfect

Organic + Psychic, Looks good.

Organic + Crystalline, YUK, Added more Crystalline CCs for v2.03

Psychic + Crystalline , Looks ok, but added more Crystalline CC for v2.03

Beta v2.03 Facility File, on the way.

[ April 12, 2003, 17:37: Message edited by: JLS ]
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&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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