StormingKiwi

StormingKiwi

Joined Last seen Member # 4838639
8 Posts 45 Replies 3,522 Reputation

Recently I released a simple mod that disables Titans and their associated research for Vanilla Sins of a Solar Empire: Rebellion. https://www.moddb.com/mods/titans-disabled

0 Replies 6,105 Views

[quote quoting="post"] Finally, a bonus question... 5. What's the deal with Corvette mass? Every time I build a million Corvettes, they just instantly die to anything all the time. Splash damage for sure, but normal ships too (even when I get behind the enemy fleet and nullify their guns because they're facing the wrong way). I'm obviously missing something - once again, it's one of those items that I see in guides, but nothing about execution is

2 Replies 22,025 Views

[quote who="Delnar_Ersike" reply="62" id="3458980"] you must be playing v1.80 instead of v1.82BETA for Open Rebellion to keep triggering [/quote] That's kind of a shame - I quite like how the Open Rebellion planets sometimes end up with an absolutely massive fleet (i.e. 2 or 3 capital ships, plus a whole load of attendant frigates and cruisers)

113 Replies 410,578 Views

[quote who="Delnar_Ersike" reply="53" id="3441618"] @StormingKiwi: Sure, a new setup would confuse humans just as easily, but humans can adapt and "change their hardcoded definitions" on their own, if you will. Having the AI query all possible actions, spells, and techs for every unit in the game to automatically account for any modifications would be a step in the right direction, but by then you'd essentially have to make an AI that would work in any custom gamemode ever made, whic

113 Replies 410,578 Views

[quote who="Delnar_Ersike" reply="48" id="3439578"] Quoting StormingKiwi, reply 47The situation that the AI didn't know about it was not recognising that units were being repaired by workers, so it gave the workers a lower threat than they deserved, and took more casualties against the units being repaired than it expected. It's strategy still caused it to win the match. It also created the strategy it used without explicit programming. I suggest you look up the articles w

113 Replies 410,578 Views

[quote who="Yholl" reply="152" id="3438929"] Planets have a vague 50-200m zone where it warns you about the atmosphere, get any lower and it insta-kills anything. Like stars, this also varies randomly per planet, but generally forms to the planet tightly so it doesn't do much apart from blow up stupid NPCs every now and then. There is no way of detecting the corona radius, or the radius of planetary atmospheres. There are no visual hints. There is no met

223 Replies 599,189 Views

[quote who="Delnar_Ersike" reply="45" id="3438355"] Quoting StormingKiwi, reply 44What about the Berkeley Overmind? Since its source code is not publically available, I cannot comment on it. However, most BWAPI AI's switch between 100+ pre-set scripts based on various factors (chance, worker count, enemy units seen), so I can safely assume Overmind does a similar thing. As mentioned before, the problem with this setup is that everything has to be defined: if the AI s

113 Replies 410,578 Views

[quote who="Yholl" reply="146" id="3438457"] Quoting StormingKiwi, reply 144What do you mean, vaguely defined? Don't fly so close to the sun! And I'm pretty sure there was an option to turn planetary atmospheres on so you could see a safe zone you could fly in.. There wasn't such an option. And as for vaguely defined, the coronas are not based on the type of star at all. So Sigma-17 has Medium stars with a 6K corona, Omicron Gamm

223 Replies 599,189 Views

This kind of should be in the AI proper... I have noticed the AI will suicide capital ships by making them go through the pirate planet. Not for any good reason - k allied with the AI, the sun was in the middle with the pirate planet. My capital was at 9 o'clock, its capital at 12. I owned most of the planets in between. The AI moved capital ships from his capital to jump about 10 jumps all through my empire, then through the pirate base, through the sun, through the ene

9 Replies 39,920 Views

[quote who="Yholl" reply="137" id="3431436"] * Yholl remembers that he no longer has to worry about vaguely defined insta-kill coronas and planetary atmospheres. * Yholl is comforted.[/quote] What do you mean, vaguely defined? Don't fly so close to the sun! And I'm pretty sure there was an option to turn planetary atmospheres on so you could see a safe zone you could fly in.. I don't think I'll ever forget the

223 Replies 599,189 Views

[quote who="Uncrustable" reply="73" id="3436668"] Quoting StormingKiwi, reply 72 If you read the manual, it makes it perfectly obvious when the Kol is most effective - as a reinforcement to established front line TEC battlegroups. The Kol with a level 6 Dunov is ridiculous. I do suspect that it is best suited to longer games though. TEC would probably benefit quite a lot from antimatter transfer. . . The Ragnaro

100 Replies 392,717 Views

[quote who="IskatuMesk" reply="24" id="3436349"] Apparently stardock is making some new engine that uses Mantle and might be decent for modders. If you're interested, you should spam them relentlessly to avoid hardcoding super basic stuff like AI build orders.[/quote] It's not just build orders. Sadly I haven't had the privilege to play with Sorian's AI. But I've played AI War. The AI is super basic itself. It most certainly isn't "e

113 Replies 410,578 Views

If you read the manual, it makes it perfectly obvious when the Kol is most effective - as a reinforcement to established front line TEC battlegroups. The Kol with a level 6 Dunov is ridiculous. I do suspect that it is best suited to longer games though. TEC would probably benefit quite a lot from antimatter transfer. . . The Ragnarov appears to fulfil a very specific niche, which is to be a balanced capital ship until you find out what capit

100 Replies 392,717 Views

Invisible Eradica's is still a bug... Fighting one in orbit around a sun. It turned invincible. (Perfectly normal). Then it turned invisible.

47 Replies 135,891 Views

Hi, thought I would post this here. Is there any mod that greatly increases the ability of the AI? Is there any reason why the devs don't make the AI substantially easier to Mod? I'm thinking the StarCraft AI tournament or Sorian AI for SupCom Cheers

113 Replies 410,578 Views

[quote quoting="post"] Can there be an option to make the pathing AI for all ships choose a "safer" (instead of shortest) path along the phase lines? I hate when my diplomatic envoy or my fleet reinforcements (who are rallied to my conquering fleet) automatically decide to go through the fully armed hostile Pirate Base, which is a guaranteed death... Same goes for when my rallied (or just long distance traveling) ships decide to take a

9 Replies 39,920 Views

[quote quoting="post"] So, a thought struck me today: do spawned squadrons regenerate SC? Well, I spawned a skirantra and hit scramble bombers, killed a few off, and then waited to see if they regenerated...they didn't, because they don't have a host per se to build them... Then I alt-tabbed, did a few things, and when I came back, the planet that the skirantra was at was being attacked by pirates...pirates, and a plasma storm....the funny thing was that all the

4 Replies 14,683 Views

[quote who="ezeltje299" reply="35" id="3416070"] Quoting StormingKiwi, reply 34 Yeah but when do capital ship battles rely on you surviving with less than 160 hull? I remember a certain PVP battle of mine where my advent colonization capital survived with 70 hull And so far it seems like it is fine, I did not feel like my kol got any worse by the change.[/quote] That's the point. Practically anything

41 Replies 105,643 Views

[quote who="GoaFan77" reply="20" id="3416048"] Quoting darkcerb, reply 19sins has sure, rebellion hasn't. and with 100~hrs of only single player I only had surrenders recently. Seems a bit far fetched to call it a coincidence. Either it was recently added to rebellion or they overhauled how the ai surrenders...again either way a recent change. I promise you it is a coincidence. As I said before, since the day it was implemented it has not been consistent at all at w

22 Replies 134,231 Views

[quote who="Seleuceia" reply="32" id="3415927"] GRG isn't really meant to be used on frigates, it is meant to be used on caps, SBs, and titans...if it is doing more damage than it was otherwise against 2 of those 3 things, I think it is safe to say that is a buff....when trying to kill caps and titans, you will be facing max mitigation for most of the battle anyway, so you don't really benefit from the "mininuke" effect that the original GRG had... It is also a buff a

41 Replies 105,643 Views

[quote who="darkcerb" reply="11" id="3415482"] Quoting StormingKiwi, reply 9 Wait what? The AI doesn't surrender for you? Back when I last played, in about June/July of this year, I would play against the AI for hours. I would have 27 planets, it would have 1. Never surrendered. It was a relatively recent change...so if you're not using the latest version for whatever reason then i

22 Replies 134,231 Views

What specifically is added in this DLC? I can't find any documentation saying EXACTLY what is added, other than the general stuff? For example, my game is experiencing economic upturn - what does that mean? Clearly my economy will be stronger. But by how much?

2 Replies 23,711 Views