Quiet_Man

Quiet_Man

Joined Member # 4156978
3 Posts 150 Replies 483 Reputation

[quote who="psychoak" reply="1" id="3054357"]I've watched more AI games than I can remember, there is no such problem with queued activity. The AI blows every dime it gets, when it gets it. By it's very nature, such a problem can't occur. It can't even stack up five. Ship production is the same way, they never have the money to accomplish such things, as the time between selection and finishing of a research is never more than a minute or two.<br /

23 Replies 92,553 Views

I was testing a lot with the maelstrom and lately with the SOA mod about why the (unfair) AI is so bad. I don't play the higher levels cause they cheat too much (complete research after only 20 minutes, no more influence from the planets they control), taking away many strategic elements how to play the game. So I focus on why the "unfair" AI is so bad and how to improve it. Some reasons the AI sucks are straight forward: 1. Bad resource management (it simply distributes r

23 Replies 92,553 Views

I don't play Cruel and Vicious because of the research cheat. They also don't scale with their environment (rich or poor planets). But I found some reasons the Hard AI is struggling and how to cheat around it (by the way when playing with SOA). I just opened a new discussion about it. I recommend you read it cause your capital ship research makes the AI even more prone to the resource+research deadlock in mid game I describe there.

5,100 Replies 12,684,698 Views

[quote who="Major Stress" reply="3154" id="3047663"]Glad you enjoy it Overlapping roletypes is exactly why we only use the vanilla 5 cap slots. The AI doesn't do multiple ships with identical roletypes very well. The stupid AI is the reason why we stick with mimicking the vanilla sins slots. Mainly so it will build, and expand properly. This is despite some of the ships themselves not acting like the slot they are in. "IF" we could mod the AI itself this wouldn't be an iss

5,100 Replies 12,684,698 Views

[quote who="psychoak" reply="3106" id="3044335"]the weapons, two problems. First, the antimatter firing constraint sucks, it's pretty hard to actually have no antimatter, it doesn't actually use it, just require it to exist. Energy drains would be awesome and ships that had expensive abilities for burst output would be penalized, ships with a nice stately progression on ability expenditure would never know the difference.[/quote] I created a crude version of antima

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it might be for others an insignificant variance, but for me it is a difference to give the AI a bonus, like more income from the same extractor, or to completely disable game mechanics and give the AI resources (or research) without it even having the infrastructure (a player could destroy) For me a major part of the fun comes from the environment (= planets) that influences the development of each player. If the AI play is independent from what planets it has, it breaks this aspect

8 Replies 9,235 Views

[quote who="Lavo_2" reply="1112" id="3044049"] Quoting soase-maelstrom, reply 1111Doesn't make sense, but if it works ... it works! nice. Here's the research modifier set up from the tech item, toned it down to level capital ship up only a single level for balance, if you're interested. researchModifier modifierType "ExperienceConstantGainRate" baseValue 0.000000 perLevelValue 200.00

1,681 Replies 4,215,353 Views

[quote who="Wrath89" reply="3" id="3043835"] The higher difficulty levels of AI have the exact same gameplay strategies as the lower difficulty levels, except that they get an income boost and a research boost. The exact same AI is playing, except with bonuses.[/quote] Depends what game you play? At diplomacy the developers added two "purple" (Cruel & Vicious) AI levels where the AI does not "play" the game anymore but follows scripted events. if you record a game and

8 Replies 9,235 Views

[quote who="Wrath89" reply="1" id="3043796"] quoting post1. Have the AI build capital ships (lots, not just 2 or 3) On the higher difficulties (Cruel and Vicious) I have often seen the AI build batches of 8-10-12 capital ships in the very late game. 3. Have smaller fleets Item 3, it sounds weired that I want more ships but smaller fleets. The point is that I like to enforce more intelligent use of fleets. Currently you can put all ships into a big f

8 Replies 9,235 Views

[quote who="soase-maelstrom" reply="1104" id="3043576"] Quoting Quiet_Man, reply 1103it will also build capitals as much as it has capital crew or resources. ... but does the AI research increases in capital crew (to make it interesting), how many AI caps have you seen in play? How have you found the game dynamics with more capitals in play?[/quote] yes, you can see it on the summary stats at game ending. The AI researches Capital ship crew just as fleet support or any

1,681 Replies 4,215,353 Views

I'm a weired guy, so I have three wishes for my Sins games: 1. Have the AI build capital ships (lots, not just 2 or 3) 2. Have a higher Capital ship limit 3. Have smaller fleets I know, I know, 2 and 3 seam not to fit (I told you I'm weired [e digicons]o_O[/e] ). But read on and tell me what you think. Item 1, when the AI has free fleet support it is adding small ships into build queues until they or its resources are used up. So

8 Replies 9,235 Views

[quote who="soase-maelstrom" reply="1100" id="3043350"] So what you are saying is that if the fleet points are small (i.e 0) the AI will be more likely to do the research for Capital fleet points and hence build more capitals?[/quote] indeed, if you use record and watch, you will see that the AI is using practical all fleet support points up by putting large queues of smaller ships. As the game also counts ships in build queue for fleet support, it will never have enough free for

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[quote who="psychoak" reply="3088" id="3042538"]The Borg should be close to balanced as the lone entity on any well sized map. The expectation being that, with unlocked teams, you have to scramble to pull your alliance together, giving the Borg more time to waltz over their neighbors. Borg combat strength is entirely territory based, huge logistical requirements matching huge research improvements. When you're playing locked teams, they'll be t

5,100 Replies 12,684,698 Views

[quote who="soase-maelstrom" reply="1085" id="3042453"]Hi Quiet_Man, - " found the smaller ships working much better" what changes are you suggesting?[/quote] it would mean scaling down all ships to be smaller. I would say about half of their current size. It looks better compared to the environment (more like "in space") and the engine seams to have less issues navigating them around. [quote who="soase-maelstrom" reply="1085" id="3042453"] - "I tried some stuf

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[quote who="psychoak" reply="3078" id="3042184"]Regeneration does scale with technology. 55 armor from research. Base armor on a Queen Diamond is 66. For those of you not up on the inner workings, armor is a 1.05 modifier on hull points. This means that 1 hull point will absorb 3.3 actual damage. If a regeneration ability restores 75 hitpoints per second, it is countering 247.5 damage. At max research, that same level one Queen Diamon

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The assimilation seams indeed to fast. I had a joined Federation and Klingon fleet assimilated by a Borg fleet in less than five minutes. It could be cause I added some ideas from the AI improvement discussion. So I added a research, that only the AI can do, which enables building of capital ships with 0 fleet support point requirement. The AI normally builds very little capitals as it builds frigates using all fleet support points. So it seldom gets enough free points to build a capi

5,100 Replies 12,684,698 Views

Good ideas here! I added Capital ships without support points requirements for the AI to build by putting in a required research that only the AI can do. So finally the AI builds Capitals! That is a great improvement. The AI puts terribly number of frigates into the build queue that blocks normal Capital construction.

134 Replies 118,460 Views

I was playing the Start Trek mod a little and found the smaller ships working much better in the engine and it even "feel" better. But that might be too much for you to change. I tried some stuff from the AI improvement discussion. You can define "of grid" (not selectable by player) research for the AI. This open a lot of options also for Dreads. You can give some bonus to the AI, like more ship support points and resource bonus to compensate their lack for ability. You can al

1,681 Replies 4,215,353 Views

[quote who="Cylon_Luvr" reply="405" id="3022424"] FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series?[/quote] You can try to send a mail to the CR owner, stating that it is for a "none-profit" mod. Not everyone is a [e digicons]}:)[/e]

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