Idea for a new mod -- Seeking a "Don't Gang Up On Me" mod to keep more than two AI from ganging up on you.


Are there any mods to prevent more than two AI empires from ganging up on you at one time?

I was just enjoying a single player campaign with 6 empires when three or four of them ganged up on me at once, overwhelming the planet I was using as a bottleneck. It had six hangers, two weapons jammers, and two regeneration healing bays as well as a 400 point fleet with two capital ships. I also had lots of money and resources and five frigate factories and one capital ship factory at that planet.

It was looking good and I was getting ready to expand the size of my fleet and to build an expansionary force when all of the sudden I was attacked by three other empires' entire fleets plus the pirates. I thought to myself, "Holy cow, this is ridiculous; I shouldn't end up losing this way."

I'm pretty sure that the game had "Locked Teams" when I set it up.  Perhaps someone should make a "Don't Gang Up On Me" mod to prevent more than two AI's from ganging up on another player at one time? 
4,529 views 10 replies
Reply #1 Top

Follow up, I did a Google search for SOSE and "locked teams" and found a discussion about how if you reload a saved game, it doesn't save the settings or at least not the locked teams setting. Perhaps that was the problem. Hopefully this will be fixed with a patch.
Reply #2 Top
Centurion is right, when you load a save game the settings are lost. This is a bug in 1.03 and is fixed in 1.04.
Reply #3 Top
I would really like to see the AI changed so an AI on the other side of the star system or in a completely different star system will not attack another player or AI miles and miles away, that is NOT a threat to it.

I would be nice to for the AI to have more of a "preference" to attack adjacent star systems first, expanding its empire as a higher priority.
Reply #4 Top
When you load a saved game, you have to click on the Game Options button again and save the settings you want. If you save the settings that you had before, then your game will be the same as when you saved it.
Reply #5 Top
I would really like to see the AI changed so an AI on the other side of the star system or in a completely different star system will not attack another player or AI miles and miles away, that is NOT a threat to it.I would be nice to for the AI to have more of a "preference" to attack adjacent star systems first, expanding its empire as a higher priority.
End of quote


I agree.
Reply #6 Top
You can edit in the Sins Main directory GameInfo the Gameplay.Constants and change the bottom of the file in the Pirate Section.....if you change the following it will slow down as well as reduce the number of Pirate Attacking ships.

Also note there is a bug which "they" say will be fixed in 1.04 where the AI gangs up on the top player....not sure if the fix above will help that, but at least you won't get slammed by Pirates every 5 minutes with increasing numbers of ships before you can even build a fleet.

- Change the Delay Time higher to slow them down
- Lower the Max Supply to lower the amount of Ships Pirates are allow to have at 1 time
- Change the Min and Max SendRaidtime to slow how often the attack
- Change the Ship Counts to lower number of attacking ships Pirates use.
- Change the Ship Types type, i.e., "FrigatePirateScout" and Weight "weight 4" values to change the composition of the Pirate Fleets


Below is the default....Backup the file as needed/desired....edit and restart....should slow them down until you can build a fleet

pirateRaidDef
arrivalDelayTime 6.0
minSupply 1
maxSupply 220
strengthPerOwnedPlanet .10
strengthPerCargoShip .0025
strengthPerBounty .00003
firstWarningTime 900
normalWarningTime 780
minSendRaidTime 30
maxSendRaidTime 90
raidStrengthThreshold:0 0
raidStrengthThreshold:1 .25
raidStrengthThreshold:2 .45
raidStrengthThreshold:3 .7
raidStrengthThreshold:4 .9
pirateRaidComposition:0
requiredShipCount 0
randomShipCount 4
randomShip
type "FrigatePirateScout"
weight 10
randomShip
type "FrigatePirateMedium"
weight 2
randomShip
type "FrigatePirateHeavy"
weight 1
randomShip
type "FrigatePirateAntiFighter"
weight 3
pirateRaidComposition:1
requiredShipCount 0
randomShipCount 5
randomShip
type "FrigatePirateScout"
weight 4
randomShip
type "FrigatePirateMedium"
weight 10
randomShip
type "FrigatePirateHeavy"
weight 2
randomShip
type "FrigatePirateAntiFighter"
weight 3
randomShip
type "FrigatePirateSiege"
weight 2
pirateRaidComposition:2
requiredShipCount 0
randomShipCount 5
randomShip
type "FrigatePirateScout"
weight 2
randomShip
type "FrigatePirateMedium"
weight 8
randomShip
type "FrigatePirateHeavy"
weight 5
randomShip
type "FrigatePirateAntiFighter"
weight 3
randomShip
type "FrigatePirateSiege"
weight 3
pirateRaidComposition:3
requiredShipCount 0
randomShipCount 4
randomShip
type "FrigatePirateMedium"
weight 6
randomShip
type "FrigatePirateHeavy"
weight 7
randomShip
type "FrigatePirateAntiFighter"
weight 3
randomShip
type "FrigatePirateSiege"
weight 3
pirateRaidComposition:4
requiredShipCount 0
randomShipCount 4
randomShip
type "FrigatePirateMedium"
weight 6
randomShip
type "FrigatePirateHeavy"
weight 7
randomShip
type "FrigatePirateAntiFighter"
weight 3
randomShip
type "FrigatePirateSiege"
weight 3
Reply #7 Top
Also note there is a bug which "they" say will be fixed in 1.04 where the AI gangs up on the top player
End of quote


This isn't correct. AI ganging up on the top player is not a bug but an intentional design. The bug commonly referred to is game options (namely, locked teams) not applying properly when loading games, so a game that started on locked teams will become unlocked on load, unless the player accepts the locked team option again.
Reply #8 Top
After re-reading the patch notes in reference to easy and medium AI's, i think it is a TYPO. It should be that the AI is less likely to gang up on EASy and Medium modes. Hard-is left unchanged.

For it was noted that at hte bottom, the AI is LESS likely to gang up on players.
Reply #9 Top
Also note there is a bug which "they" say will be fixed in 1.04 where the AI gangs up on the top playerThis isn't correct. AI ganging up on the top player is not a bug but an intentional design. The bug commonly referred to is game options (namely, locked teams) not applying properly when loading games, so a game that started on locked teams will become unlocked on load, unless the player accepts the locked team option again.
End of quote



This shouldnt need to be changed everytime you load a game, nvr seen any other game of this kind suffer from this, ive quit games ive played for over 4 hours because of this, piss take tbh.
Reply #10 Top
This shouldnt need to be changed everytime you load a game, nvr seen any other game of this kind suffer from this, ive quit games ive played for over 4 hours because of this, piss take tbh.
End of quote


#1) Please learn to spell
#2) If you are to lazy to click a couple buttons to lock teams on a reload then why are you bothering playing sins, or playing for 4 hours?
#3) Its a minor problem that will get fixed, not a big issue once you realize whats happening....