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RE: ROTS: Super AI Mod - v0.4

 
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RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 5:42:44 AM   
cookie monster


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quote:

ORIGINAL: Bingeling

I have also had colonies defecting to me in the game with this mod (I started young tech 1, and the others expanding tech 3). But I also had colonies defecting in the last game without this mod.

Some way into the game, a large Zenox fleet and a medium space port with a couple of defensive bases wasted one each of my battle fleets. I seem to have underestimated my opposition somewhat .



The Ikurro's just had 10 colonies defect due to war weariness. They started a new empire.

I sent my main battle fleet into the enemies capital system, I only wanted them to waste the gas mines.

Of course they jump to the capital and get wasted by two defensive bases and a large space port... All the area of effect weapons were pulsing. I got them out with half of the fleet left. I think I only lost a few destroyers.

Looking back I guess I could have queued the appropriate missions...cos that darn engagement toggle always wants to go back to ''Engage System Targets''.

Ive looked thru the diplomacy screen and everyone is at war. Some AI's in 5 wars.

I think there's far too much war. I don't think I'll play this mod again.

DW seems like a trading game to me, this mod turned it into a slugfest.

You asked for feedback so I provided it. If you wanna look at a save I can upload it.

(in reply to Bingeling)
Post #: 61
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 8:21:55 AM   
Bingeling

 

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Raiding an enemy system with major planet defenses requires extreme manual input to go well...

You know, ships follow their targets. You set the fleet to "engage when attacked". You order it to attack "gas mine of soon to be dead" quite far from the space port and friends. They do as ordered, the gas mine dies. Military ships at the space ports, jump to attack your fleet (suicide mission). Your ships split fire on multiple targets, so they don't die instantly. When low shields, they flee, and they flee to the space port. Your ship attacking follow in order to get itself killed.

What can go when shooting up a system with mines, and a large space port with 3 defensive bases, is to attack a outlying gas mine. Watch the fleet closely. The moment the mine dies, order it to attack another mine in the system (not the one next to a defensive base...). Keep jumping this way, don't shoot up the ships trying to catch your fleet. They will get your ships dragged to the execution platform (space port).

Once you are done shooting up mines, order the fleet to refuel or something similar that has a target far away.

The war factor in this mod is crazy, yes. Smaller empires attack when they are already at war... I had a single state empires (defectors) declare war over a mine in their system. They had no space port, and 118 fire power. My destroyers run 160+ fire power. I run 6 battle fleets of 8 cruisers (360 each) and a capital ship (600++). I was not at war. And they declare war over a gas mine in their system... They probably could hardly kill it if they actually had their ships at home, which they hadn't.

The game could benefit from some change involving bases and colony conquest. Like it is today it is doomed to make a new war. Empire A grabs a colony of empire B, and they go to peace before A manages to shoot up the mining base in the system. The AI should be better at cleaning up their new systems before accepting peace... You would never see me do that

I think the mod maybe runs better at more peaceful settings. Rather than the extreme opposite. The racial settings may make enough wars anyways.

Btw, I haven't bothered to use spies offensively in this game, I have just stolen some territory maps. I have some 5 agents at more than 200, but they just sit idle on defense. It makes war somewhat fun, not knowing what the opponent has, and where he has it. I am also too good at shooting up mining bases if I have deep cover agents, and this cripples them so incredibly bad in the long run . It is also nice to have to drop into systems to have a peek at troops/planet defenses.

(in reply to cookie monster)
Post #: 62
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 9:16:05 AM   
Data


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quote:

I think the mod maybe runs better at more peaceful settings. Rather than the extreme opposite. The racial settings
may make enough wars anyways.


That's a good point, J and you convinced me to go lower on this and spice it up. The racial settings should definitly assist with this.

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(in reply to Bingeling)
Post #: 63
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 5:31:53 PM   
cookie monster


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I loaded a normal game.

The ''We instintively dislike you'' was -11

At chaos settings this is at -17

Some empires would just DOW & trade sanction even though they were far away

The insect races were getting hammered, the Boskara lost over 10 colonies

It seems that the well liked races such as human,kiadian,securan will do better than the bugs and rodents

(in reply to Data)
Post #: 64
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 6:28:22 PM   
Data


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Never tried it but I suspect that on chaos, with good diplomacy, we can just wait for all the others to wipe each other out so that we remain the only ones standing. I'm sure it's harder than it sounds to pull it off, chaos should be.....chaotic.

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Post #: 65
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 6:35:55 PM   
alexalexuk

 

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Update!

Version 0.5

updated for 1.5.0.8 BETA patch

please now play the game with maximum setting on unstable, NOT chaos.

- minor fix bug for Mechaniod secondary tech now ion cannon focus.
- all races now like other races that are the same species.
- all races now hate other races that are different species.
- the same races now love each other.
- no one hates the Mechanoids, except for insects.
- increased loyalty to all races.
- increased caution on insect races.

< Message edited by alexalexuk -- 4/2/2011 6:37:51 PM >

(in reply to Data)
Post #: 66
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 7:34:21 PM   
Data


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Nicely done, alexalexuk, I especially like the "the same races now love each other" part

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Post #: 67
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 7:49:14 PM   
Bingeling

 

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Aggressive opposition can be nice as long as they are not overwhelming. That is, nice for your own progress.

The AI attack without a plan. I would never attack someone with all my fleets somewhere else.

So, you usually got a little time. Like, time to shoot up a couple of small/medium space ports, snatch the most annoying colonies position wise, and make peace. +2 colonies, and no reputation hit of any significance at least. And just as you finish, the next one should be in line to lose a couple.

I had an issue with no more contested bases, so I chose to switch to way of darkness to see any effect. If nothing else it made quite a few contested bases, and I had one go independent (empire) so I could lose reputation by invading an empire without declaring war. As well as invading a few normal independents.

I am not so fond of declaring war, I took one that I wanted out of my starting system by ultimating over a mine valued at 54M. I guess I can look for more contested bases, or make a few one of my own to make the AI declare

It is also a major issue (game not mod) that killing pirate bases are way too good reputation wise. I had peace, was bored, and looked for something to kill. What is present? Pirate bases at the other end of the map. Kill them, and notice you have gone from dubious to admired.

(in reply to Data)
Post #: 68
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 9:27:21 PM   
Data


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quote:

It is also a major issue (game not mod) that killing pirate bases are way too good reputation wise. I had peace, was bored, and looked for something to kill. What is present? Pirate bases at the other end of the map. Kill them, and notice you have gone from dubious to admired.


Could not agree more, this is overpowered. And the only way to avoid such gains in reputation is to avoid exterminating the pirates...which again can be a problem.
Come to think of it, why should pirate extermination even get a reputation gain? Pirates are everywhere, everyone fights them...it's internal housekeeping.

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Post #: 69
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 9:43:34 PM   
Bingeling

 

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Pirates are common enemies, unless they are privateers. Killing them makes the world better for everyone, so a bonus makes sense. But for instance, trade volume should have similar benefits. There is of course a friendship benefit from trade, and reputation is no more than friendship modifiers anyways, right?

(in reply to Data)
Post #: 70
RE: ROTS: Super AI Mod - v0.4 - 4/2/2011 10:02:40 PM   
Data


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Indeed, and killing pirates also protects trade...among other things.
Distinctions will need to be made at some point, for example why should an empire located on the other side of the galaxy appreciate me for exterminating pirates in my backyard...more so if that empire has a problem with me, they should be glad that I have them and sad that I've killed them; the same with trade, why should anyone appreciate trade that makes an enemy stronger.

There are other priorities now but it would be cool to see such dynamics at some point.

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Post #: 71
RE: ROTS: Super AI Mod - v0.4 - 4/3/2011 3:48:21 AM   
alexalexuk

 

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well, i think the AI should hate races that kill pirates they are allied with... ie "you've attacked our friends -10" modifier.



(in reply to Data)
Post #: 72
RE: ROTS: Super AI Mod - v0.4 - 4/3/2011 6:46:47 PM   
J HG T


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Sweet! New version! I'll try it out with either unstable or restless.

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(in reply to alexalexuk)
Post #: 73
RE: ROTS: Super AI Mod - v0.4 - 4/3/2011 10:20:23 PM   
alexalexuk

 

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Im getting my ass kicked by a few races at the moment, having to cheat and build insanely good custom ships to beat them back :)



< Message edited by alexalexuk -- 4/3/2011 10:51:01 PM >


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Post #: 74
RE: ROTS: Super AI Mod - v0.4 - 4/4/2011 2:07:47 AM   
ehsumrell1


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Great mod! I'm yelling y'all quit, and it's only the Attuk! LOL



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Post #: 75
RE: ROTS: Super AI Mod - v0.4 - 4/4/2011 7:32:02 AM   
jrhindo

 

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"- the same races now love each other. "
I hope it doesnt get like in one of my recent games: a human empire blew up into several peices, but the factions were not really at war with each others. That was kind of sad so I just brought down the bias between them to start a civil war. I think people should be neutral to another faction of the same race, even maybe a bit causious since "those guys are racial rivals" and all. A faction would aim at racial monopoly and to make a racial empire.

(in reply to ehsumrell1)
Post #: 76
RE: ROTS: Super AI Mod - v0.4 - 4/4/2011 8:43:01 AM   
Bingeling

 

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quote:

ORIGINAL: alexalexuk

Im getting my ass kicked by a few races at the moment, having to cheat and build insanely good custom ships to beat them back :)



It is sad that ship design is quit fun, but that your insanely good custom designs are close to cheating :-)

(in reply to alexalexuk)
Post #: 77
RE: ROTS: Super AI Mod - v0.4 - 4/4/2011 10:14:39 AM   
Data


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He's a fan of bitch slapping; this is the safe word ...... I mean safe cheating

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Post #: 78
RE: ROTS: Super AI Mod - v0.4 - 4/4/2011 1:28:04 PM   
alexalexuk

 

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i was meaning i had to "cheat" by building very good custom built ships :)



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Post #: 79
RE: ROTS: Super AI Mod - v0.4 - 4/4/2011 1:31:32 PM   
alexalexuk

 

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Small update :

I should have a small update to this tonight, it will be a very minor adjustment to some biases and mining / cashflow. These changes wont be enough to restart your games :)

Also, im building a new mod, in which you can only play as the humans. Basicly ive revamped all races completely. highlights are: have created a Mechiniod vs Shaktur universe, and a bunch of smaller races caught in the middle.

Ive created a new thread detailing what this is, and welcome feedback before launch of the mod.






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Post #: 80
RE: ROTS: Super AI Mod - v0.4 - 4/11/2011 8:20:49 PM   
J HG T


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Small issue I noticed with independent colonies: If you allow them to start new empires they do it FAST. Over half of the other empires I've encountered in my game are former independent planets. Guess the Super AIs more aggressive settings cause this.

< Message edited by J HG T -- 4/11/2011 8:31:11 PM >


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Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to alexalexuk)
Post #: 81
RE: ROTS: Super AI Mod - v0.4 - 11/13/2011 12:50:03 PM   
Sithuk

 

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The download link no longer seems to work.

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Post #: 82
RE: ROTS: Super AI Mod - v0.4 - 11/14/2011 8:45:58 AM   
Data


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Same here.

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Post #: 83
RE: ROTS: Super AI Mod - v0.4 - 12/4/2012 3:14:29 AM   
Cruis.In

 

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are there any other AI mods? I think the AI fights well, he just doesn't build enough ships nor does he build good ones.

anyway to get a hard non cheating AI? Kinda mastered stuff on max difficulty with very aggressive.

The AI problem in most my games is there ships suck. There attacks are sound, their ;thinkinhg; but they lack the hard ware. I think a fundamental flaw to the AI is the ship design. The various ship classes have pre determined hab/life support. it seems once the hab/life support limit is reached on a ship the AI won't add anymore in order to be able to put more stuff on. For example in mid game I'll have escorts/frigates and destroyers with 2000-2500 shields, 4-550 firepower and about 5-6 speed. Nothing the AI has can beat even a modest fleet of that. I do not stop at the default space given, when I am designing my ship and I see it needs more hab/life support, I put it on and keep going until I am comfortable with the shields/weapons.

It means the ship cost a helluva lot more than a normal frigate etc, but it gets the job done. And if it came down to numbers, the AI still doesn't produce 4-5 ships to my 1. Never seen an AI fleet bigger than about 50 ships, even from the most powerful empire at the time in the game.

AI needs to build beyond the default, or all ships need to have a cap on life/hab modules. You are given a certain limit of space to work in, and I think that this should apply to a certain limit of hab/life modules per ship hull size.

There's no way I should be able to create a destroyer as powerful as a capital ship. Yet I can do this. If based on your hull size that you are working with you could not put on more than a certain number of hab/life modules, it would come down once again to the strategy of your design. Do you use long range/short range, do you load up on armor if the enemy is using missiles? (50% bonus to damage reduction on armor vs missles). Do you go with fast speed? Heavy shielding? But there's no real either or, there's I want all, give me all.

So instead of having to work within a limit, you are unlimited, except only by size of the ship. Perhaps, each ship tier, destroyer/cruiser etc etc, should have a specific ship size, and ship size research should not apply across the board to any ship you build.

I.e destroyers should be and remain at 250 - 350 - 450 as you go up, and cruisers are 550-650-750. Cap ships 750-850-950.

Right now the fact that you can just make any ship hull as big as the current space limit, again just leaves it without strategy. I have so much money always in every game, that making a 20k destroyer or frigate is nothing, so you can't even say that cost to build/maintain is prohibitive.

Perhaps hab/life modules should increase in the amount of 'size' they add to the ship.

But regardless bottom line, as long as I can build a 1500 big destroyer, there is no difference between it and a 1500 cap ship. The size max should be based on the hull. Otherwise the AI can never win. Unless you train him to put on more hab/life support so he can fit more guns/shields/armor etc.

(in reply to Data)
Post #: 84
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