dbkita

dbkita

Joined Member # 3190464
10 Posts 134 Replies 964 Reputation

Will test tonight but the 1.32 changes should certainly help slow down the crystallization to mega AI alliances. Hail to the devs! Edit: Yep 1.32 looks good. Diplomacy is challenging and more important the faster you have the rate set when on cruel AI but now in 1.32 it is survivable and actually fun.

14 Replies 28,717 Views

[quote who="Wrath89" reply="17" id="2981262"] Just had my first 1v1 game where HWs were only 4 jumps away from each other and there was an empty asteroid field in the middle. I realized that the colony cap rush strategy is significantly less effective in these conditions. And then I came to this thread and your reply, heh. But yeah, this would definitely not work in larger games. In 5s you probably have to build a carrier at the beginning or you'll be more likely to

19 Replies 11,774 Views

[quote who="boshimi336" reply="9" id="2982289"]I am not disagreeing with you at all dbkita! [/quote] Hehe undestood :) My best suggestion right now is to play on slow or normal diplomacy rate on cruel or vicious AI. Inevitably all AI will form cease fires and alliances but if you slow this down you can be in a position to be part of the discussion as opposed to being completely frozen out.

14 Replies 28,717 Views

[quote who="boshimi336" reply="7" id="2982181"]On Normal and Hard the AI ally and go to war as expected.[/quote] I don't disagree with that statement. But the data (see the previous post in this thread) clearly shows this is not the case on the upper AI settings. Not by a longshot. For fun I played a large map unfair unlocked. Besides being my first time playing TEC in a long time, playing with no SBs, and other than it was pretty boring ... the diplomatic aspect s

14 Replies 28,717 Views

Well if the intent was for the player to be on the same footing as the AI then that is even more reason to remove the +2 AI relationship bonus, right? In the latest version the AI on cruel and vicious starts out at a roughly +5 advantage with other AIs. That seems to make a huge difference in the newest system. So if their intent was to keep the human player from mass manipulating the AIs via diplomacy ... then mission accomplished. If their intent was for the human pl

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Well that is one opinion I guess. For my part locked teams at cruel and vicious are formulaic and boring. I don't mind pairings and alliances of AI. That is part of unlocked teams. But the behavior and data I showed in this thread did not remotely happen pre-1.31. The rapid phase transition in diplomacy between empires along with an inexorable climb that you cannot compete means frankly diplomacy is no longer possible at the higher AIs. Case in poin

14 Replies 28,717 Views

[quote who="Wrath89" reply="1" id="2981846"]If you look at the replay you can look at it from one of the AI's point of view, go to the tab on relationships, and see where exactly all of the positive relationship is coming from.[/quote] That is a great idea and here is the data. Be warned a lot of info. Note I did not have a replay but had saved games at time points of 1:05, 1:15, 1:26 and 1:38. So I could reload the games and play as the TEC or VAsari to see what w

14 Replies 28,717 Views

I posted something similar in the Diplomacy sub-forum. Is it the devs desired beahvior to have the AIs form alliances with one another at the drop of a hat when playing cruel or vicious AIs? I fear their calibrations may have been based on lower difficulty levels. Playing vs 3 cruel AIs on a medium map always leads to either two of them at a 15+ relationship alliance in about an hour. Note at least one of the pair is often on the other side of the map so manipulation v

14 Replies 28,717 Views

Alright case in point. Just finished a medium large map with 4 cruel Ais (three Vasari and one Advent with me as Vasari). Weirdest map I ever saw as all the worlds within reach were volcano or asteroid. In fact I had 4 volcano, seven asteroids and my HW in my colony expansion rush. Ran into the Advent on one side and a Vasari (orange) on the other. Ok fine. The Advent side has a clear chokepoint. Nothing close to a chokepoint exists on the Vasari border. All seems fine. Then a

9 Replies 8,724 Views

While I agree wholeheartedly about the threat assessment, I would point out that in the latest version the AI is much more likely to send large groups of ogrovs or starfish along with their fleets. Don't get me wrong I prefer it that way. Earlier versions it was suicide lemmings all teh way. The Vasari AI is still screwed but 20 starfish will light up all your repair platforms in a hurry whereas 20 ogrovs along with a 1500 point fleet sixty minutes into the game is non-trivi

21 Replies 85,533 Views

I am not implying the Orkulus is to be built first of all things. You counter the attacker's rush with your own LRF (i.e. kanrak) spam but you break his back by dumping the Orkulus in a key well. Watch the replays in the 1.31 replay thread especially the one from DT Star Player (i.e. master1a on the forums) and Aquia and Tyr. Check out what happens to Tyr (granted as an Advent he has a disadvantage vs SB early on). Also see how DT star Player helps his teammate out by throwing Orkuli into

21 Replies 85,533 Views

Just curious ... everyone belittles the use of SBs in playing vs the AI (ironic since on higher difficulties the AI puts a SB on every grav well) and yet (at least Orkuli) are not uncommon in many of the recordings I have seen of DT or similar level skilled players. Heck there is one sitting in the 1.31 replay thread right now. I fully understand the 'lemmings running to their death' chokepoints do not exist in MP but watch the recording I mentioned where a superb player (Tyr)

21 Replies 85,533 Views

[quote who="GoaFan77" reply="6" id="2980348"]Well honestly I didn't say if it was feasible or not. But I do know its quite possible to get a a cease fire in under an hour without too much investment. Obviously if you need to put every effort into survival even this is not possible, but in this case its really not the AI's diplomatic handicap that is causing you problems, its the economic one which is the main reason its a "cruel" AI anyways.[/quote] Well I did some more test g

9 Replies 8,724 Views

[quote who="GoaFan77" reply="4" id="2980212"] Quoting dbkita, reply 2 I like to play on cruel since unfair is too easy and on cruel or vicious the enemy keeps replenishing and attacking until you take his worlds. But I really preferred unlocked teams for the variety. Well now that variety means they more or less all ally and hit you together. Sigh ... With all do respect, an hour is more than long enough to get at least one ally yourself if you are aggressive with Diplomacy. The onl

9 Replies 8,724 Views

Usually about 1 hour in the pairs start to crash a SB chokepoint together. This rarely happened in the previous versions at any time of the game but can be fun when they occur. However, now they occur with supreme regularity on cruel or vicious (making vicious wholly impossible now). And depending on the map size and other 'barriers' (like pirate world, etc.) the triples can start to come around 90-120 minutes or so. It does vary some. The quad in my frustrating game was maybe 2 hours

9 Replies 8,724 Views

Since the latest patch, when playing any game on cruel or vicious AI with unlocked teams all AIs automatically gang up and attack in concert. This behavior does not happen on unfair. The worst was last game on random medium large map where all 4 opposing AIs were attacking me in the SAME grav well at the same time. I confirmed this in that they all had no missions for me. Usually I only have them attack in pairs in a grav well. Four was too much. Maks zero sense. Seems to hap

9 Replies 8,724 Views

Makes sense, so after a long enough time the AI (depending on the personality) ends up with only homing mines since as the bombers and fighters get destroyed they tend to be replaced by homing mines which are often not targeted.

12 Replies 6,096 Views

I just wish the AI didn't sometimes get trapped in a logical loop where it decided all it can have its drone hosts do is either build homing mine squadrons or lay homing mines. Seems like a terrible waste of squadron slots for homing mines. On the other hand using mines themselves doesn't seem very useful vs upper level AIs for the very reason Darvin3 mentioned.

12 Replies 6,096 Views

Lol! My Hotkeys are very similar. Just flip carriers for heavy cruisers. And my light frigates are 8. Using an unstacked empire tree with the hotkeyed overseers and subverters allows for some nasty microing, especially subverters. I just wish tab worked when the empire tree was stacked ...

63 Replies 169,529 Views

Seleuceia brings up a key point. Is this vs AI or a human player? If AI then people (including myself) have offered multiple solutions and you don't need to fear the red button. If human then either a) bring enough bombers or ogrovs (if TEC) or b) go around and avoid the starbase completely. You can always strip the rest of the grav well like locusts and then move on. The strikecraft from the Argonev should not bother you much while you pillage his orbital structures if you have enoug

121 Replies 65,679 Views