Distant Worlds AI
Posted: Sun Jun 30, 2013 11:47 pm
Perhaps it is just my game settings- but is the game's AI mildly retarded? (I'm playing Shadows, but see the same issues in Legends) I like to manage the foreign policy and intergalactic trade side of things, so I assume (wrongly) that setting the military on automatic will actually serve a purpose. Even if I have massive fleets, the ships almost never attack pirate bases, don't quickly move to defend planets where enemy fleets are headed, and it is one in a billion odds that the game actually decides to invade a planet (and again, even when I have tons of troops built up, the troop carriers don't pick them all up). In addition, when on manual mode, when I tell the ships to refuel, they will go to the planet or moon I select, and perhaps one or two will actually refuel, the rest just spin in a circle and leave- I have to click over and over again to get them to refuel, which takes YEARS in game time. In addition, when on automatic mode, the ships LOVE to take themselves on routes in which they run out of fuel halfway to the destination, meaning they are essentially stuck in space and out of commission. It's kind of infuriating and it makes me wish there was an option to get the fleet commander to commit seppoku for dishonoring the good name of fleet commanders everywhere. I hope I just have the wrong settings, but I've played about 5 games and the same thing keeps happening over and over again.
May I suggest the following options:
1. An option to set the priority to "invade" meaning the game builds up ground forces, troop transports, aerial bombardment weapons, etc. May sound like a cheat, but the trade off is that you would be sacrificing ship to ship combat capabilities for ship to ground capabilities.
2. Max planetary defense priority- an option to ensure that giant ion cannons, armories etc. are built on all colonies as funds permit (I see the setting to "build on new colonies" but if the tech doesn't exist when the colonies are created, it doesn't go back and build them).
3. Prioritize pirate hunting. Again, I'm tired of seeing my ships moving to defend a gas depot when I'm being nickel and dimed to death by pirates.
4. When a fleet moves towards a planet to invade, the gunships need to clear the area first of hostiles. Then the troop transports come in. Yes, I am aware that there are ways to do this manually, but the game should be smart enough to figure out that suiciding transport ships is not a good attack method.
5. Option to prioritize finding and repairing derelict ships. Again, the game will tell you that a debris field has been found, and rarely sends a construction ship out to repair. Yet another game tradeoff (sacrificing building other things with construction ships like mining facilities) for fixing ships (which can always explode, in which you will have wasted your time).
All in all the game is a good concept, and I like it better than Endless Space, which has prettier graphics but terrible gameplay. The difference is that I spent $7 on that game and $70 on this one so my expectations are quite a bit higher. Of the 4x games I've played, this one gets closest to the M002 experience, but it's hard to explain why a decades old game can figure out how to invade planets and defend colonies and this one seems to have so much trouble. Hope I can see some of the above addressed in the next patch!
May I suggest the following options:
1. An option to set the priority to "invade" meaning the game builds up ground forces, troop transports, aerial bombardment weapons, etc. May sound like a cheat, but the trade off is that you would be sacrificing ship to ship combat capabilities for ship to ground capabilities.
2. Max planetary defense priority- an option to ensure that giant ion cannons, armories etc. are built on all colonies as funds permit (I see the setting to "build on new colonies" but if the tech doesn't exist when the colonies are created, it doesn't go back and build them).
3. Prioritize pirate hunting. Again, I'm tired of seeing my ships moving to defend a gas depot when I'm being nickel and dimed to death by pirates.
4. When a fleet moves towards a planet to invade, the gunships need to clear the area first of hostiles. Then the troop transports come in. Yes, I am aware that there are ways to do this manually, but the game should be smart enough to figure out that suiciding transport ships is not a good attack method.
5. Option to prioritize finding and repairing derelict ships. Again, the game will tell you that a debris field has been found, and rarely sends a construction ship out to repair. Yet another game tradeoff (sacrificing building other things with construction ships like mining facilities) for fixing ships (which can always explode, in which you will have wasted your time).
All in all the game is a good concept, and I like it better than Endless Space, which has prettier graphics but terrible gameplay. The difference is that I spent $7 on that game and $70 on this one so my expectations are quite a bit higher. Of the 4x games I've played, this one gets closest to the M002 experience, but it's hard to explain why a decades old game can figure out how to invade planets and defend colonies and this one seems to have so much trouble. Hope I can see some of the above addressed in the next patch!