The "AI relationship bonus" factor on diplomacy tooltips remains always zero since this patch. I played some 6-7 hours long matches and it never changed. Is it intended?
trigorin
[quote who="N3rull" reply="1" id="2622470"] 2. Has "AI relationship bonus" factor gone? I find that it is now always 0. Aye, never seen this row with a nonzero number (mind, I started playing Diplomacy only recently, with the latest patch).[/quote] I always get 0 value at this parameter since 1.011 patch. Now it seems to be too easy winning a diplomatic victory even against hard AIs, too.
[quote who="-Ue_Carbon" reply="13" id="2621716"]Have you done such suggestions? Or have you dismissed them?[/quote] Yes, I have done them all in spite of beeing sceptical. Turning off user interface elements couldn't help me. I was one of the unlucky players who got the issue when the more texts appeared on screen the more dropped down the frame rate. I had a long conversation with support about it, and we realized that including the new DirectX into the latest patch could res
I've noticed these in Diplomacy since last update. 1. When an AI player has a relation good enough towards me to offer a pact while my relation level towards him is lower, he makes his offer but once I accept it immediately recall the pact. It's a small glitch but it may worth to correct it in the future. 2. Has "AI relationship bonus" factor gone? I find that it is now always 0.
@-Ue_Carbon : I've read a lot of suggestions in topic of improving game performance about trimming empire tree, disabling cargo icons etc. I suspect these tricks doesn't alread
@Thomusin: You're right, the support of this game is excellent. I really like SoaSE Trinity. Bu I see a problem: people hardly can exploit the promised abilities of the game (playing larger galaxies with more than 4 opponents getting an epic scenario) because of limititaion of the engine itself. And I'm not an ETW fan, and I don't want to compare it to NTW because I don't know latter one. But there was a free patch making ETW able to use multiple cores and since this upgrade b
[quote who="myfist0" reply="6" id="2618860"][MOD] The Sins Optimization Project [/quote] Okay, your work is very appreciated. However I don't think it could be a solution for the game issues mentioned in the first post. Please don't misunderstand me but I think your real goal can only be lowering the amount of memory required the game preventing the crashes when it exceeds the 2GB limit. As we saw by Empire Total War, the multi-core support can cause a very bi
[quote]It's not only a sign of resource leaks, it's also a sign that your RAM is filling up and then it needs to shuffle and use VRAM a lot more. In fact it's more likely to be that given that you see the problem again relatively quickly after restarting. Sins needs to be made a 64 bit app really.[/quote] I sometimes check the Task Manager, and the Sins process seems to eat more and more RAM as it progresses. But in most cases it stops
Will we ever get this expansion with multi-core support?
Oh, I found a connecting thread to this topic: https://forums.sinsofasolarempire.com/301716 . A quotation from it: "Any additional threading goodness may appear in an expansion pack, as that stuff is not for patches (it would require a good amount of testing to make sure it was working properly)." So, as I've stated
It seems to be a real problem that the game (Trinity) hardly can handle a lot of hard AIs in the middle or the late game well. I'm not alone with this problem, there are a lot of posts about similar experiences. I'm recently playing a long match on a medium sized map (cca. 50 planets) with 5 hard AIs. Now I'm in the medium-late state of the game, but the big fights start to slowdown very significantly. It's not amusing watching and sometimes becomes difficult managing them in this for
So, is there any information about the interview...?
And are the targets only human players as well as by the missions or can they send pirate fleets against other AI players, too? One note: I really don't understand why some AI rivals researched the "offer mission" tech without the ability to do so with each other. And they didn't continue the research forward in the diplomacy tree.
Oups. So why should they research the appropriate tech? They do it, I've seen. And what about AI can offer missions to pirates?
A quick question: can AI players offer missions each other? If so, what are the requirements of doing it in their case?
Something what I have recently noticed while watching some recorded games to learn from my faults is that AI players can not offer missions each other. If I move the mouse cursor over the disabled Offer Mission button, the hint window says: "Player cannot complete any mission". If it is true that AI players can not use this ability with each other, I have some questions. 1. What's the use of the tech which grants the ability to offer missions by AI players?
It sounds good. I'm looking forward to it.
That's correct, thank you. I really don't think that AI could (and should) do his job like in a chess game, but I guessed that something should be in the background because sometimes the rivals can surprise me really.
Once I saw a "-0.00" value by Envoy bonus. Does it mean something? Can it be negative?
[quote who="DirtySanchezz" reply="3" id="2532665"] Quoting Mazuo, reply 2Or, reread the topic title and see that this one is all about the AI and not about advertising MP. Sorry about that. I just get tired of seeing people complain about the AI or say that it's inadequate when there is a great alternative that solves the problem.[/quote] You may have read my first post unthoughtfully. I'm not complaining about AI. Some citations from my original post:</
Hi, I'm really interested in how AI works in Diplomacy. I had enough time to know that AI was very strong at least on Hard difficulty level in Entrenchment. I find this has been improved with Diplomacy expansion, I played only with Normal AI rivals but it was not so easy to win against them. However I haven't seen AI players altering their relations with each other yet. Once an AI envoy was flying around one of my planet. It doesn't matter, I should pl
Thanks your help. [quote who="Annatar11" reply="12" id="2530122"] 5. What is the difference between relation rate with and without envoys? By the former the max is 10 while a value of 20 belongs to the latter. Yes, without envoys you can only have a max of 10. Envoys allow you to go beyond that to 20.[/quote] So, if I have an envoy ship is the system relative to 20 otherwise to 10? For example: a pact that requires 11.5 with envoys may be available a
So, I don't understand exactly the meaning of "AI relation bonus" yet, but it doesn't matter. However it worths reading your discussions about the diplomacy system, it is becoming clear for me step by step. Thanks for your posts. Some more questions. 5. What is the difference between relation rate with and without envoys? By the former the max is 10 while a value of 20 belongs to the latter. 6. I researched trade and metal pacts, I have a rival who I
I may be wrong. I offered a mission to an AI who failed it, but the Mission factor in the relation to me remained 0. However it would be reasonable that the same relation rules work between any of two players in the game. And I noticed that this "AI relation bonus" increase slowly to 10 at the beginning of the game.
Thanks, these are much clearer. However I think this system must calculate my relation to AI rivals, too, as calculates relations between two AI players as well. So the AI can raise my relation to itself, too, as I do it in the opposite direction. For example if I give it a mission and it absolves that, my relation should increase towards it, allowing the AI rival to step a bit forward to diplomacy victory. That would be the only meaning the report of an AI relations