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RE: AI Improvement Mod (1.01 Release)

 
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RE: AI Improvement Mod (1.01 Release) - 8/22/2014 4:23:13 PM   
Icemania


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quote:

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!



quote:

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.

(in reply to Unbroken)
Post #: 481
RE: AI Improvement Mod (1.01 Release) - 8/22/2014 4:52:25 PM   
Unbroken

 

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quote:

ORIGINAL: Icemania

quote:

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!

quote:

ORIGINAL: Icemania

quote:

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.

(in reply to Icemania)
Post #: 482
RE: AI Improvement Mod (1.01 Release) - 8/22/2014 8:20:23 PM   
Tanaka


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quote:

ORIGINAL: Icemania

quote:

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.




< Message edited by Tanaka -- 8/22/2014 9:20:52 PM >


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RE: AI Improvement Mod (1.01 Release) - 8/22/2014 8:31:23 PM   
Hikikomori

 

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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.

Will try your settings the next time.(If i can find the time, damn modding....)

< Message edited by Hikikomori -- 8/22/2014 9:35:17 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/22/2014 11:27:50 PM   
Icemania


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quote:

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.

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Post #: 485
RE: AI Improvement Mod (1.01 Release) - 8/23/2014 3:18:27 AM   
spiralaxis

 

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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.

< Message edited by spiralaxis -- 8/23/2014 4:19:55 AM >

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RE: AI Improvement Mod (1.01 Release) - 8/23/2014 3:59:11 AM   
Icemania


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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.


< Message edited by Icemania -- 8/23/2014 5:03:49 AM >

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RE: AI Improvement Mod (1.01 Release) - 8/23/2014 4:45:31 AM   
spiralaxis

 

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Yeah, I was editing to mention that it was a lack of ship shrinking issue but my phone's browser barfed.

< Message edited by spiralaxis -- 8/23/2014 5:46:12 AM >

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RE: AI Improvement Mod (1.01 Release) - 8/23/2014 12:15:52 PM   
Flinkebeinchen


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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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RE: AI Improvement Mod (1.01 Release) - 8/23/2014 10:14:10 PM   
Tanaka


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quote:

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!

< Message edited by Tanaka -- 8/24/2014 7:43:26 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/24/2014 6:44:14 AM   
Tanaka


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Im not the only one building wonders!




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RE: AI Improvement Mod (1.01 Release) - 8/24/2014 1:01:56 PM   
Icemania


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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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< Message edited by Icemania -- 8/24/2014 2:02:25 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/24/2014 1:03:22 PM   
Icemania


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AAR#12 - Even at this stage some of the Pirates still cause damage



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< Message edited by Icemania -- 8/24/2014 2:03:46 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/24/2014 7:32:00 PM   
Tanaka


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quote:

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




Yes Ive run into several of these as well and running into lots of AI explorers!

< Message edited by Tanaka -- 8/25/2014 3:38:40 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/24/2014 10:55:36 PM   
Tanaka


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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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< Message edited by Tanaka -- 8/24/2014 11:57:04 PM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 5:16:38 AM   
Tanaka


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






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< Message edited by Tanaka -- 8/25/2014 6:19:42 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 6:44:02 AM   
Tanaka


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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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< Message edited by Tanaka -- 8/25/2014 7:59:29 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 8:00:00 AM   
Tanaka


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




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< Message edited by Tanaka -- 8/25/2014 9:02:50 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 8:24:45 AM   
Tanaka


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




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< Message edited by Tanaka -- 8/25/2014 9:25:38 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 8:37:43 AM   
Tanaka


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




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< Message edited by Tanaka -- 8/25/2014 9:39:37 AM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 1:33:03 PM   
Hikikomori

 

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You are so screwed.

Sounds like you are having a lot of fun.


I ran into a weird problem, i can build, on a tech 1 start with lemeresh (just to test a ship image) super lasers.







< Message edited by Hikikomori -- 8/25/2014 2:41:20 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 2:10:55 PM   
Icemania


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This is as per Haree78's design intent

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 2:15:14 PM   
Icemania


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AAR#13: Shakturi Home System Main Battle



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< Message edited by Icemania -- 8/25/2014 3:15:43 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 2:16:45 PM   
Icemania


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AAR#14: The Shakturi Homeworld is targeted



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< Message edited by Icemania -- 8/25/2014 3:17:01 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 2:18:22 PM   
Icemania


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AAR#15: Shakturi Homeworld Invasion Almost Complete and Victory!



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< Message edited by Icemania -- 8/25/2014 3:18:40 PM >

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 2:51:53 PM   
Hikikomori

 

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Thanks. Not a player race...

Ice, that looks like a relatively one sided conversation you had there.

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 2:56:54 PM   
Icemania


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quote:

ORIGINAL: Hikikomori
Ice, that looks like a relatively one sided conversation you had there.

I really hope the Developer implements the wishlist request so that the Shakturi apply the new templates rather than their default templates (as per every other race). When that is implemented, I might lose entirely, rather than lose 3 ships (or 0 ships with the Vanilla AI).


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 3:32:07 PM   
Blackstork


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quote:

ORIGINAL: Hikikomori

Thanks. Not a player race...

Ice, that looks like a relatively one sided conversation you had there.


I planning to change that in beyond.
Will take that from Lameresh, but will give them fun character system to play with, so they will be just unique, player-playable race in "convenient" ways.
Also, their diplo soundtrack rocks.
I love them as well, and i didnt liked the idea to leave them as non-player race.
Heck i might do them in Alien Immersion and Beyond quite soon.

< Message edited by Blackstork -- 8/25/2014 4:33:56 PM >


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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 3:38:01 PM   
Hikikomori

 

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Looking forward to it, they seemed interesting.

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RE: AI Improvement Mod (1.01 Release) - 8/25/2014 7:44:32 PM   
Tanaka


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quote:

ORIGINAL: Hikikomori

You are so screwed.

Sounds like you are having a lot of fun.


I ran into a weird problem, i can build, on a tech 1 start with lemeresh (just to test a ship image) super lasers.








Yep thats working as designed with the Lemeresh. Thanks to Icemania this is the most fun Ive ever had with this Distant Worlds!


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