The fighter vs bomber issue was fixed to a point, but from what i have seen if a fighter is attacking something else. Like a ship, or structure when no bombers are present (at least until they respawn). They don't switch targeting back to the bombers until after what they targeted is destroyed. If bombers are present when fighters launch they do generally go after them 1st. A group of 5, or 6 flak frigs in close formation (if you can call it a formation) will wipe even large numbers of
Major Stress
On another note has anyone looked at the fighters up close when in combat? I think the formation is a little too tight, and needs a little more spacing because 1/2 of the fighters body is passing though his wingmen. If collision was in the game most of the fighters would be dead on takeoff
I dont think he will understand the acronyms just yet. What eets means is have you downloaded Stardock Central? You can get it here https://www.stardock.com/products/sdcentral/ You will need to download, install it, and enter the information you received from Stardock to activate the game. As Ron said you need to make sure "Show pre-release versions" is checked.
I have never seen the AI just primary an inhibitor, and jump out bypassing a system completely. I have seen pirates try to do that before the PJI nerf. This is something a human player might do as well depending on how well fortified the area around the inhibitor is. I would like to see the AI try a surgical strike, and move on. This way multiple inhibitors would be tactically useful. I would also like to see a lvl 15 advanced PJI research that brings back the old beta 1 PJI, but thats another t
Plays theme from "days of our lives", and passes the popcorn around.
Plus there are no crystal worlds to fight over, but she looks good. Will check it out.
LOL, and i was waiting for the long, and drug out reply's of "We already know about this!" (inserts multi's "This is BE-TA!!!!") Yes, nice looong detailed list are a very good thing. In another thread we covered some of the situation awareness. The scattering of AI ships in a grav well. Going after unimportant targets totally ignoring the enemy fleet, or wall of defenses that is in their path. That is what i would say... Ummm ... Errr a total lack of situational awareness.
Gets out his popcorn and watches this thread with great interest. Whiners, Idiots, and Trolls! OH MY!...
You're all Pathetic! and this is the most pathetic thread i've seen on these boards :0
Thread necromancy is going to happen. I havn't really seen much of an improvement between lvl 1, and lvl 3 colonize. Personally i agree that colonize dosn't need to be leveled at all. I usually save colonize leveling for last.
The Kols flak does take out bombers... Sometimes. The ability just isn't near as effective as having a group of flak frigs escorting her.
This is what i am talking about These are all good suggestions. I said a 75% loss before retreat as a rough guess. This was mainly to force the AI to stay, and fight vs having to chase them all over the map. Whats even more frustrating is when you know the AI has a force that will match, or better you. Yet they retreat anyway leaving its worlds behind for you to take. That idea was just to get the AI to put up a fight. Especially a
The thing about the lore is that it can change at any given time before the final release. If you consider that the Vasari have been fighting TEC over the last 10 years, and are now in a stalemate. Then the gameplay makes a lot more sense, because they had to adapt from the all mobile steamroll strike force to a "dug in" attrition force. They cannot retreat, and they cannot surrender because of their fear of this unknown threat. Much can happen in 10 years of warfare. TEC adap
That is awesome! (don't let relic see this ) I am looking forward to seeing this tool. I take it then that the DA, and normal files wont load if you just use the color texture reference. Nah, that would be too easy, and wishful thinking on my part. Hope you find your solutions. Maybe the dev's can help you out if they aren't knee deep in NDA. EDIT: look back on my post about how to work with the DA textures. The specular
It is true. The AI does need work. It is also true that this issue has been reported to death. It is also true that the OP is the 1st person that i have seen to at least to give some sort of input that i am aware of on how to improve the AI. At least in his opinion. I have seen post on what the AI "shouldnt" do, but very little on what the AI "should" do. We all have bitched about the AI, and the dev's are very well aware of the issue. However, I don't think any one of us (myself includ
Next thing we know someones going to ask to add a "civ-o-pedia" I understand what the OP is asking, and it isn't a bad idea. Kind of like a detailed version of the Empire Tree in a separate window. Unfortunetly i dont think that will happen because it may require an engine change that the dev's stated there isnt time for.
Gets out the popcorn.
I would assume it is just a naming system that determines which sound is played at a given time. The engine shouldn't care what sound it is as long as it matches the triggers name.
I know this is not the same, but you can watch replays after the game is over. That is if you are trying to see what the AI does during a fight. I do the same thing with Dawn of War, and Supreme Commander. Set some AI's after each other, and grab the popcorn.
The pre-made multi star maps like Areolan Sector, and Systems of War don't have this issue. It is only on random generated multi star maps that i have seen this happen. Until the patch comes dont play random generated maps.
I forgot to add that this is a very good writeup. From what i have seen so far of most online play is that people need to break out of the single "steamroll" fleet mentality to get the most out of the game. I am guilty of doing this myself, and i have seen others do the same thing. Sure you can do some serious damage with your single big fleet, but you also take a great risk of your opponent having multiple strike fleets that you aren't aware of, and while your mowing down ever
You forgot about the part of throwing rocks at the end when you lose all of your cap ships
Someone brought up Civilization 4's barbarians, and that is a good example of how we could possibly adjust the pirate difficulty/frequency of attacks. Add a checkbox at game setup "raging angry psycho" pirates, or something like that to switch the pirate AI from the current back to the old beta 2 AI. Where size of the pirate fleets was determined by size of bounty's. Then let the mayhem begin Why are pirates so mean?....,
It was said to be fixed in house. Which means it will prolly be fixed in the coming patch.
I have talked about an observer mode to some peeps its not a bad idea at all.