Page 1 of 1

AI constructors

Posted: Sun Mar 20, 2011 7:38 pm
by alexalexuk
Ive noticed that i can outspam the AI with contructors - by queuing up like 5 of them early in game, a year later get another 2, and then add around 2-3 per year.

Mid game, i get up to around 30 constructors, ive noticed the AI having about a 1/3.

Can there a setting placed into races.txt that allow the modification / focus of the AI on constructors based on a ratio on either how many colonies, or mining stations, or something else?

Ideas?

Alex

RE: AI constructors

Posted: Mon Mar 21, 2011 4:29 am
by Data
I think this will need to be requested along with the extra modding options. Once we have it I don't think there'll be a modder in sight who will not implement it.

RE: AI constructors

Posted: Mon Mar 21, 2011 1:17 pm
by Zilas00
Does anybody actually need 30 constructors? I only have a max of 6 to 8 in any game I have played and still have zero demand for all resources and heavy cashflow. Im probably missing something I am not thinking of or aware of but it seems 30 constructors is a waist of your maintenanc money.

RE: AI constructors

Posted: Mon Mar 21, 2011 1:30 pm
by Gray Death
My guess is a quick handle of a debris field.

RE: AI constructors

Posted: Mon Mar 21, 2011 2:00 pm
by Data
This request is mostly for the AI to help it develop faster and better....without going in the red, obviously [:D]

RE: AI constructors

Posted: Mon Mar 21, 2011 3:52 pm
by Moltrey
and therein lies the crux of the problem. If you make the AI do certain things that a human takes for granted, it's likely that the AI will not be able to understand a) the importance or b) the consequences underlying those new behaviors.

Something I am sure they struggle with all the time on DW.

RE: AI constructors

Posted: Mon Mar 21, 2011 4:10 pm
by J HG T
I rarely have more than 5 constructors on my games. As I usually play slightly smaller and slower games, and micro my constructors, I rarely need that many of them.

RE: AI constructors

Posted: Mon Mar 21, 2011 4:49 pm
by Data
only times i need more is when repairing two or more WD's and some graveyards while at the same time keeping up with private sector demand and expansion

RE: AI constructors

Posted: Mon Mar 21, 2011 6:17 pm
by Gray Death
In my actual game I use 15 Constuctors.

I build the last 7 only because its a race against 3 other empires to repair up a debris field. I really dont want those powerful ships in the hand of primitves.[:D]

RE: AI constructors

Posted: Mon Mar 21, 2011 7:41 pm
by cookie monster
At the mo I have 29 constructors, on a 1400 star galaxy

I could do with 10 more for the debris fields

Got a WD on repair, the pirates got rid of the enemies ship which was there

So I pounced!

RE: AI constructors

Posted: Mon Mar 21, 2011 9:08 pm
by Igard
ORIGINAL: alexalexuk

Can there a setting placed into races.txt that allow the modification / focus of the AI on constructors based on a ratio on either how many colonies, or mining stations, or something else?

You know something, I don't think this is on the modders masterlist, but it really should be. [;)]

EDIT: I've added this to the modders masterlist now as well as lots of empire policy settings that should really be moddable too.[:)]