AI Improvement Mod (1.05 Extended Release)

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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: Unbroken
I was playing on Hard. I can see how on Extreme it wouldn't run into a cash shortage, but I felt like seeing an Ackdarian empire with 20+ colonies and only 24B total population being spread a little thinly. Some empires didn't go colony-happy, but I think it was because they didn't get to build their colony ships quickly enough due to a lack of cash.
Hard? C'mon! Bump it up Unbroken!


ORIGINAL: Unbroken
The different approaches to a weapon tree are nice, but I was under the impression that feeding a bank of PTbolts and thirsty engines with insufficient reactor energy would force a ship to either move or fire, not both simultaneously, or have other problems such as no shield regen. I did note the Securans using a torpedo bomber setup, which was nice to see - I mainly wondered about the effects of insufficient energy on a combat vessel in the manner the AI seemed to be forcing itself to do.
No the AI will put more reactors on the designs to provide the required energy.
Unbroken
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RE: AI Improvement Mod (1.01 Release)

Post by Unbroken »

ORIGINAL: Icemania
ORIGINAL: Unbroken
I was playing on Hard. I can see how on Extreme it wouldn't run into a cash shortage, but I felt like seeing an Ackdarian empire with 20+ colonies and only 24B total population being spread a little thinly. Some empires didn't go colony-happy, but I think it was because they didn't get to build their colony ships quickly enough due to a lack of cash.
Hard? C'mon! Bump it up Unbroken!


I'll give it a try when I can. I took the AI's improved capabilities seriously when I first tried the mod out. One step at the time though!
ORIGINAL: Icemania
ORIGINAL: Unbroken
The different approaches to a weapon tree are nice, but I was under the impression that feeding a bank of PTbolts and thirsty engines with insufficient reactor energy would force a ship to either move or fire, not both simultaneously, or have other problems such as no shield regen. I did note the Securans using a torpedo bomber setup, which was nice to see - I mainly wondered about the effects of insufficient energy on a combat vessel in the manner the AI seemed to be forcing itself to do.

No the AI will put more reactors on the designs to provide the required energy.

Ah okay. I never let the AI design anything, since the design is part of the fun for me.
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

ORIGINAL: Icemania
ORIGINAL: Unbroken
One of the big things I've noticed is that the AI has a terrible habit of spamming new colonies everywhere when it does not have the capacity to defend or support all of its new turf. This tends to give the pirates an absolute field day, letting them become very strong, while kneecapping the AI economically.
I appreciate the point. I could reduce colonisation priority. However, what difficulty are you playing on? On higher difficulties they have no shortage of cash.
Im actually loving the fact the AI finally keeps up with me colonizing now so I hope you don't change this! In my game I am playing with very many and weak pirates and the pirate balance feels just about right. Not too strong not too weak. And the AI is not overwhelmed. I recommend this setting to everyone. Pirates come at you from everywhere but are mostly a nuisance. Some grow stronger than others but eventually the AI handles them.


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Hikikomori
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RE: AI Improvement Mod (1.01 Release)

Post by Hikikomori »

What i would like pirates to cause is the necessity to have small pickets in systems or otherwise you lose gas/mining-stations.

I see them mostly attacking a colony, dropping troops and getting blown out of the sky by my fighters.
(You gotta love fighter bays on stations [;)] )

They come usually piecemeal and attack the wrong targets on my settings, they often only raid and don't destroy or capture, so i don't care that much. Also they could use hyperdeny more and raid my shipping. Daddy needs the cash from the private sector. [:D]

Will try your settings the next time.(If i can find the time, damn modding....)
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: Tanaka
Im actually loving the fact the AI finally keeps up with me colonizing now so I hope you don't change this!
I agree although the AI could be better with colony defence ships.
spiralaxis
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RE: AI Improvement Mod (1.01 Release)

Post by spiralaxis »

BUG: A couple of yeard into a Ackdarian/Hard/Starting universe the only civilian ship that could be built was the passenger ship. All 3 freighters were size 333.

Took me a while to figure out why my economy was in the crapper.
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

This is in the Developer Support Wishlist per the OP.

In the last patch, Mining Ship shrinkage was permitted, but not otherwise. Apart from the wishlist I also made this point in the 1.9.5.7 patch thread.

I will not be reverting back to the utterly pathetic Civilian ships that the Vanilla game uses, this needs to be fixed by the Developer.
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RE: AI Improvement Mod (1.01 Release)

Post by spiralaxis »

Yeah, I was editing to mention that it was a lack of ship shrinking issue but my phone's browser barfed.
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Flinkebeinchen
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RE: AI Improvement Mod (1.01 Release)

Post by Flinkebeinchen »

Back to the old Legend days I played with "No Colonisation Range Limit" and I often had great Galactic Wars going on late game. Nowadays I force a Colonisation Range Limit from about 1 to 2 sectors and I never get those great wars again. Seems to me that this is tied together somehow.
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

ORIGINAL: Flinkebeinchen

Back to the old Legend days I played with "No Colonisation Range Limit" and I often had great Galactic Wars going on late game. Nowadays I force a Colonisation Range Limit from about 1 to 2 sectors and I never get those great wars again. Seems to me that this is tied together somehow.

Try 3 sectors that is what I am playing with and I am now on my second Galactic war! But the changes to bias in this mod has more to do with it I think!
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Im not the only one building wonders!

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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

AAR#11 - The Eruktah Refugees are encountered, must have been activated by an AI asnormally I have to activate the Beacon, this is presumably due to the increased AI Exploration
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

AAR#12 - Even at this stage some of the Pirates still cause damage
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

ORIGINAL: Icemania

AAR#11 - The Eruktah Refugees are encountered, must have been activated by an AI asnormally I have to activate the Beacon, this is presumably due to the increased AI Exploration
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Yes Ive run into several of these as well and running into lots of AI explorers!
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Another first! Two pirate space ports in one spot! Im having a hell of a time destroying this nest! They have fighters and heavy AA!

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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

I'm being blockaded by 8 capital ships and all I have are cruisers!



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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Here we go! Blockade removal attempt! My 9 cruisers vs 12 enemy capitals, a cruiser, and frigate. My light carriers save the day! 3 cruisers lost but a third of the capitals destroyed and the enemy retreats! Blockade removed! Trade sanctions ongoing...

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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Major Pirate Nest! Hidden Base, Fortress, Criminal Network, and a Large Starport! And they own the planet!

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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Enemy sneak attack! Gravity weapons! Wars on all fronts! What to do?!?

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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Bug revenge! Tons of capital ships! Im screwed! Bye bye research facility and scientists! Our borders are being overrun!

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