Where to find the AI's um... AI

I've been tinkering around with the code and testing things, but one of the things I notice is the AI even on the hardest setting and also set to aggressive is still like a kitten and doesn't attack. It will sit in a sector like it's going to jump and never move until I actually send my ships at it, then it just runs away, seriously annoying for those of us that are turtlers. Is there any way to make the aggressive AI more like the pirates(like huge numbers and don't give a crap about death only wanting destruction blood and mayhem)? I can't seem to find their brain to pick apart and I seriously get more fun out of the pirates than the AI :/ Make a map with the AI in another system so they can't do nothing but durr durr durr, and my pirates of doom to attack me, added shields*twirls finger and says whoopee*, if I could figure out how to make them spawn capitol ships it would be so on against them, lol...

C'mon Iron forge, you did something right with the pirate AI, why not do it with the "real" AI?




4,791 views 6 replies
Reply #2 Top
hmmm odd i sertain notice a AI in the game when i jump in a system with 3 a 4 capital ships and the AI got a capital ship...the AI defently try to run out of the system with all ships...

only thing what's realy bugging me is the AI bombing they realy LOVE this a little to much by creating LOTS and LOTS of bomber's for random assaults..
Reply #3 Top
There is reference to a 'build priority' field in some entity files but playing with this didn't seem to do anything for me. Other than that it looks like modding the AI will be a very tedious game of playing with different units and structures to make their cost/damage/etc fall into a shape the hardcoded AI will want to use.
Reply #4 Top
they also seem to realize my modded cap ship wsith 10k shield and hull 20 armor and 5k damage per second is bad:P they ran with 5 cap ships and about 80 frigs.....they caught on those bastards
Reply #5 Top
I noticed that too when testing with different numbers and trying to get away with less numbers to decrease the lag that eventually happens when you have large systems of 100+ planets. That is the one thing I definitly like about Supreme commander, you can edit EVERYTHING, AI, Units(includes models, textures, code), Maps, UI, etc. But damnit I like a space RTS every now and then >.< Starcrap doesn't give enough units, and selection of units is too small to send hordes, and I love conquest frontier wars with everything set to zero so there is no unit cap(still leave cost and build times alone of course), but it still has a 22 unit selection, and is old and you can't go above 1024X768 graphics and it's just outdated, this game had promise, but when you put the AI on aggressive, like I said before, they don't even bother attacking, and it's super lame and unimpressive :/
Reply #6 Top
The AI being too cautious is the main problem at the moment. Hopefully the next patch greatly increases it's aggressiveness and 'long term thinking'.