Computer difficulty at start and ending

Hello random people and hopefully hard working employee who may pass this individual's experiance up the hierarchy of your business.

I was hoping that there is a beneficial end result by making a few changes with the AIs.

Currently, my numerous engagements with AI in varying settings always starts with a exciting beginning and a anticlimactic end. I tend to experience heavy disadvantages at the 15 minute mark, but as once I get my footing it is all down hill. Those disadvantages slowly dissipate and the AI becomes sluggish.

I try to counter this issue by my enlarging the map and adding multiple vicious AI's on a opposing team, but the end result is still the same. They almost appear to be acting dead at times, so I try to poke them with a stick by giving up one of my planets to see if they will take the bite. In some cases, the oppossing AI will send a mediocre fleet that does not contain level 10 capitals.

I am hoping for some adjustments which weakens a AIs at the start of the game and makes them stronger as time elapses. I guess I'm sorta looking for an enrage timer. A situation where the AI keeps getting stronger to a point where its forces are overwhelming if nothing is done. 

 

Here are some quick brainstormed ideas for vicious AI

-First fleet strike only contains a large number light frigates

-Limit the capital ship level in the first 15 minutes of the game

-Mid game till end allow capital ships to gain level 10 momentarily after production

-Limit the number of super weapons a AI can own at a given time. 

-Allow AI fleet cap to increase slightly as time passes, up to 150% of faction's total possible fleet cap.

-In late game, AI Titan's damage, armor, and hull repair increases proportionally to the number of ships that outnumber the titan and its friendly ships in the current planet gravity well. 

-Fortifications in AI's capital planet are granted a 40% bonus on damage, armor, shield, and hull. 

-Allow AI's flagship to be a level-able Titan. AI's on this setting will own two titans. Flagship Titan will be used to attack and defend in only situations where the AI greatly outnumbers player's fleet. Flagship Titan will have greater hull, armor, and shield values. The flagship will attempt to retreat when hull reaches 60%.

-Have AI cluster fortifications (mines, turrets, and hangers) around the local Starbase. 

 

Thank you for reading.

Oh, if you found some interesting ways to make AI makes more exciting, then let me know. 

2,766 views 4 replies
Reply #1 Top




 

Here are some quick brainstormed ideas for vicious AI



-In late game, AI Titan's damage, armor, and hull repair increases proportionally to the number of ships that outnumber the titan and its friendly ships in the current planet gravity well. 



-Allow AI's flagship to be a level-able Titan. AI's on this setting will own two titans. Flagship Titan will be used to attack and defend in only situations where the AI greatly outnumbers player's fleet. Flagship Titan will have greater hull, armor, and shield values. The flagship will attempt to retreat when hull reaches 60%.



End of quote

 

Wow that would be more than vicious, that's more like Suicidal Zealot. The other options sound reasonable.

Reply #2 Top

of sup
End of quote


-Limit the number of super weapons a AI can own at a given time.

End of quote

 

To what? How about 4?

Reply #3 Top

There already is a limit to the Super Weapons, and guess what it is... 4. That was a recent change, because of the AI/Player super weapon spam.

The post has merit, because i see the same problems of the AI becoming lethargic toward the end game (Specifically Easy, Normal, and Hard AI's). Cruel, and Vicious AI are a Cheating AI, because people demanded more of a challenge. The AI (or lack of it) has been an ongoing problem since the days of Original Sins. The Dev's have been trying to improve the AI, but the AI can only do so much. The AI can not act like a human player.

Right now i think the AI is about as good as its gonna get all things considered. The only issue i see is its lethargy at the end game.

Reply #4 Top

Quoting davidabc66, reply 2

of sup
End of davidabc66's quote


-Limit the number of super weapons a AI can own at a given time.



 

To what? How about 4?
End of quote

Yeah four sounds perfect.

 

 

Quoting Major, reply 3
There already is a limit to the Super Weapons, and guess what it is... 4. That was a recent change, because of the AI/Player super weapon spam.

The post has merit, because i see the same problems of the AI becoming lethargic toward the end game (Specifically Easy, Normal, and Hard AI's). Cruel, and Vicious AI are a Cheating AI, because people demanded more of a challenge. The AI (or lack of it) has been an ongoing problem since the days of Original Sins. The Dev's have been trying to improve the AI, but the AI can only do so much. The AI can not act like a human player.

Right now i think the AI is about as good as its gonna get all things considered. The only issue i see is its lethargy at the end game.
End of Major's quote

 

This is understandable and agreeable. My biggest issue occurs late game when that AI becomes as dead as a door knob. I would be extremely satisfied if even small adjustments are made to improve late game AI performance.