Robots and Mechanical Men
[Bug v1.041] Once an Advent AI has researched homing mines, its fleets no longer have the support of strikecraft from its carriers. The Drone Hosts might need a limit on how long they will carry mines.
I had decided to test the strength of the AI against each other on a custom 1v1 multi, but as the first match has taken three hours with a final result unlikely, the full test might proceed slowly!
The first contest had a hard TEC finance AI against the people's champion, the hard research AI, also TEC. The researcher got off to a good start as its opponent cleared planets without colonising them, an ice because of a lack of labs, and a desert for some unknown reason. The researcher had an advantage of 3 planets and 2 roids to a planet and a roid, but couldn't exploit it, despite 'catching' the finance AI's first cap with a starbase. At the three hour stage both AIs had begun to colonise the smaller second system, and the finance AI had a two planet advantage as well as a 4 cap to 1 advantage- including a level 8 and level 6 Marza.
I was locked to the finance AI from the observer spot, so I can't comment as much on the researcher. However here are my notes on the financier:
It was slow to put up a second civic lab and started with 1+1... unusual for the extra credits path?
Thirty cobalts is perhaps too many before fleet diversification..? Also, the fleet had four caps at the end, shouldn't a thrifty AI rely on frigates? Both AI's were very keen on starbases. The AI may be too concerned with providing an obstacle for a player, rather than attempting to achieve victory, for this test to work..? However the financier still had a full outfit of siege of both types, it just failed to attack with them after the first encounter. A defending AI doesn't need the siege ship type until far later.
The AI lost its siege frigates attacking a starbase... thats the regular siege frigates. Regular siege need an AI that makes them target planets or head for the nearest repair bay... Also, if the 'lobbers' had a range increase of 50% or even better 100% it would improve the AI greatly, as the researcher AI did regroup its 'lobbers' to attack out of range of the starbase it was attacking, but it had already lost too many. And the TEC ones look silly, as their weapon has a range of about a dozen times its own length...
The AI littered its back areas with random minefields... phase inhibitors first might be an improvement, if they have to improve defences away from the front at all, shouldn't this be a 'fortifier'?
For a finance-based AI, it only had 6 trade ports on its eight planets, with a longest trade route of two...
The researcher AI lost its caps by retreating them far too late..
It's a pity that the same AI name can't be locked to a type of AI, it would add atmosphere.. perhaps this could be added when it becomes easier to customise AI names?
It would be good to have the ability to customise the AI, as it is it seems that this is difficult even in mods, as most of it is hardcoded. A script-based AI would be ideal, but even with only the ability to adjust some variables there is room for improvement. I suspect that a customised AI could defeat either the finance or researcher AI easily. This must be preferable to having poor AI with heavier and heavier production advantages?
Please fix the Illuminators, they are far too important to the game to be left bugged for this long. And they are still too strong, even when 'fixed'.....

