AI overhaul and balance mod...
Posted: Tue Mar 28, 2023 11:53 pm
I'm currently working on a mod that include allot of rebalancing of modules, facilities etc... with a high focus on how AI use these things. It also include a complete overhaul of the policy settings for each race and how they approach their economy, construction etc...
Ground Combat
In order to help the AI and make defending colonies a bit more viable I have done a few balancing things with ground units and ground unit facilities. All facilities tied to ground combat or planet defence have had their maintenance cut in half. They need to be cheaper to keep around to really be worth it, especially for the AI. In addition to this all units attack values are slashed to 1/3 and unit maintenance also cut in half. This will certainly help the AI economy and overall game balance.
I have also done allot of AI play testing so they can perform successful invasions and they seem perfectly OK doing so with these changes.
Component size changes
Due t how the AI designs ships and how it add components to ships I have had to rearrange and introduce a few new classes of weapon components. There now are eight different weight classes.
Size 14 - Tiny (These are for intercept and tiny direct fire close-in weapon mounts)
Size 28 - Small (This is for regular direct fire, close-in weapon mounts)
Size 42 - Medium (This is for regular seeking, stand-off weapon mounts)
Size 56 - Large (This is for larger direct fire, close-in weapon mounts)
Size 79 - Heavy (This is for heavier direct fire, stand-off weapon mounts)
Size 120- Super Heavy (This is for very large seeking, stand-off weapon mounts)
There are strong reasons for why I need to have these more rigid weight systems as it have to do with how the AI put weapons on ship designs using the template designer.
I have also rebalanced all the hulls and made them quite more interesting and also in many ways a bit more restrictive with fire arcs in particular, especially for heavier mounts.
Weapon research and race limitations
In order to make the AI more competitive I have had to really narrow the focus of research for every race. So every race now have roughly three weapon technologies they have aptitude for, this will also limit the player to these three weapon technologies. If you want other technologies you need to get them from other means than researching them yourself.
As an example, the Zenox are focused on Beams, Missiles and Ion weapons and start with the first tech in all three areas. Zenox is therefore locked out from researching any other type of weapons.
I will post more information as I work through all the races...
Edit... I removed the old pictures as they are no more relevant and.
Ground Combat
In order to help the AI and make defending colonies a bit more viable I have done a few balancing things with ground units and ground unit facilities. All facilities tied to ground combat or planet defence have had their maintenance cut in half. They need to be cheaper to keep around to really be worth it, especially for the AI. In addition to this all units attack values are slashed to 1/3 and unit maintenance also cut in half. This will certainly help the AI economy and overall game balance.
I have also done allot of AI play testing so they can perform successful invasions and they seem perfectly OK doing so with these changes.
Component size changes
Due t how the AI designs ships and how it add components to ships I have had to rearrange and introduce a few new classes of weapon components. There now are eight different weight classes.
Size 14 - Tiny (These are for intercept and tiny direct fire close-in weapon mounts)
Size 28 - Small (This is for regular direct fire, close-in weapon mounts)
Size 42 - Medium (This is for regular seeking, stand-off weapon mounts)
Size 56 - Large (This is for larger direct fire, close-in weapon mounts)
Size 79 - Heavy (This is for heavier direct fire, stand-off weapon mounts)
Size 120- Super Heavy (This is for very large seeking, stand-off weapon mounts)
There are strong reasons for why I need to have these more rigid weight systems as it have to do with how the AI put weapons on ship designs using the template designer.
I have also rebalanced all the hulls and made them quite more interesting and also in many ways a bit more restrictive with fire arcs in particular, especially for heavier mounts.
Weapon research and race limitations
In order to make the AI more competitive I have had to really narrow the focus of research for every race. So every race now have roughly three weapon technologies they have aptitude for, this will also limit the player to these three weapon technologies. If you want other technologies you need to get them from other means than researching them yourself.
As an example, the Zenox are focused on Beams, Missiles and Ion weapons and start with the first tech in all three areas. Zenox is therefore locked out from researching any other type of weapons.
I will post more information as I work through all the races...
Edit... I removed the old pictures as they are no more relevant and.



