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Author Topic:   Skill Level
Archer posted 02-15-99 06:13 PM ET   Click Here to See the Profile for Archer   Click Here to Email Archer  
What the devil do the skill levels change?

I can't seem to find it in *any* of the documentation which is quite a pisser. I'm hoping it isn't simply resource and unit build cost adjustments.

Please tell me portions of the AI change as well...

Thanks,

Archer

Archer posted 02-16-99 08:54 AM ET     Click Here to See the Profile for Archer  Click Here to Email Archer     
Come on, someone at Firaxis must know this one....pulease, do tell.

I saw a post mentioning more aggressive tendencies, but that can't be all...

will posted 02-16-99 12:11 PM ET     Click Here to See the Profile for will  Click Here to Email will     
Skill levels also change the number of content citizens at a base before you get the first drone.
Jeffrey Morris FIRAXIS posted 02-16-99 12:19 PM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
It can effect a number of things from the aggressiveness of AI opponents, how big a base can grow before your first drone, default prefrences, and a million other things. It might be easier to just answer specific questions. The manual also details these throughout.

jkm

firaxis games

Archer posted 02-16-99 12:38 PM ET     Click Here to See the Profile for Archer  Click Here to Email Archer     
<i>It might be easier to just answer specific questions.</i>

Ok then:

Does the AI cheat at the higher skill levels as described by:

<blockquote>Does the AI get unit cost reductions or faster build times at the higher skill levels?</blockquote>

<blockquote>Does the AI get more information on other players than a human player would in the same situation?</blockquote>

I could go on with other more specific questions, but I think you can figure out what I'm getting at...does it follow the Civ2 method of making the game harder for the human player by making it easier for CPU players.

I think your saying no.

...don't have the manual to look at at the moment, though from what your saying, I have to read every *asdfge* page to figure out what adjustments are made at various skill levels.

Pretty funky way to do it considering how much of SMAC is based on specific statistical information (units, resource points, politics) and then this one part is left open ended...well the cpu may by more aggressive and may do more...

You can't break it down? (I'm quite doubtful here)

Thanks,

Archer

And no, I'm not playing on easy...I'm on the second hardest at the moment and got curious about how much harder it might be, but didn't want to drop my investment of time in my current game to find out. =) Guess I might have to since no one can tell me...

Archer posted 02-16-99 12:39 PM ET     Click Here to See the Profile for Archer  Click Here to Email Archer     
Heh...the other bbs I'm on using this software lets you use HTML tags. Sorry for the above message.

Archer

zerlan posted 02-16-99 12:56 PM ET     Click Here to See the Profile for zerlan  Click Here to Email zerlan     
The info may indeed be spread around the manual but I didn't see it either. Since it's so basic it would have been nice to have a table at the back that lists the all of the effects of the difficulty setting. I do like and use the tables that are provided about the resources and terrain effects.
Jeffrey Morris FIRAXIS posted 02-16-99 03:02 PM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
The AI does get slight production bonuses at the top two difficulty levels, though they're still stricted to the same information that a human player would have.

jkm

firaxis games

Fiben posted 02-17-99 09:58 AM ET     Click Here to See the Profile for Fiben  Click Here to Email Fiben     
Okay here is a specific question. At what skill level are all 7 faction (human or AI) laboring under the same conditions.

By that I mean build rates, citizen reactions, research rates, in short all on an even field.

Jeffrey Morris FIRAXIS posted 02-17-99 10:01 AM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
Librarian. No bonuses, no penalties.

jkm

firaxis games

Jazzman posted 02-17-99 10:12 AM ET     Click Here to See the Profile for Jazzman  Click Here to Email Jazzman     
All this information is covered in the Strat guide for the game, to some extent. Mil : The combat bonuses are reduced the hire the diff that you get. U actually receive an off and deff bonus at other lvls. As you raise the dif, this bonus is reduced.

As per the strat guide, there is no mil penalty at higher lvls.

Drone penalties go up for every lvl higher that you play at, as pertaining to population.

Mineral requirements increase 10%/20% at the two highest levels of play.

Aggressioin from other factioins is increased at higher lvls.

Tech is slower. Diff can change a 3000 point tech to 9000 point tech.

Again the actual algiritiums are briefly covered in the Strat guide. Although there is one or two that Fraxis points out is rounded off, for simplication of instruction.
Note there simple formula is a little complex in and of itself.

Archer posted 02-17-99 01:40 PM ET     Click Here to See the Profile for Archer  Click Here to Email Archer     
Shoulda figured they'd leave it for the *strategy* guide...oops...we forgot to put it in the manual guide. =)

I'm actually happy with the manual...don't get me wrong.

So, to sum up, other than aggressive tendencies, the CPU player doesn't actually *do* anything differently at the higher difficulty levels. You just make it harder for the human.

Oh well. I had hoped the CPU player might actually do some things differently, like smarter massed attacks or escort his transports...still pretty lacking in some areas, but challenging still the same.

Thanks for the info Jeff and others.

Archer

benhsu posted 02-17-99 05:34 PM ET     Click Here to See the Profile for benhsu  Click Here to Email benhsu     
I've also noticed that when playing on
Specialist prototypes are automatically built and the skunkworks are not in the game

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