Since there are players here that could beat the Hard AI 9 vs 1, diplomancy will be easier since we may divide and conquer easily with the current levels. I'm suggesting that levels above Unfair be added with the AI recieving extra capital ships and low tier techs bonuses. Let's say:
Unfair + : AI gets a random Ice/Fire planet colonization tech researched.
Unfair ++ : AI gets a Akkan/Progneiter/Jarrusal at the start with both Ice and Fire planet colonization techs researched.
I may be the only one who thing letting the Ai build Superweapons is a bad thing.
If the ai cant build superweapons, the devs wasted alot of time creating them considering 90% of people play sins single player.
Well an option would be nice. But I dont want to be reduced to using them or rush to defend against them. It will turn Sins into a SupCom with the rush to the Experementals IMHO. Besides I play a slow slow game of grinding my way from planet to planet. Just my style.
But like I said, an option to enable AI to build superweapons is great!
i dunno, with recent new learnings from another thread i may use superweapons again... though i do thin its odd that advent can put two super weapons in a GW but vasari cannot, despite the same tactical slot requirements.
I think the AI should be allowed to put starbases in neutral gravity wells. The fact that I can easily dominate a game by parking an orkulus in a plasma storm, or 4 in a star is silly considering that the AI could have done the same an hour ago.
also, has anyone actually seen an unfair AI build an orkulus in you GW to fight your SB? if the fact that vasari didnt get structure killers like advent and tec was supposed to be made up by mobile starbases, no one told the AI.
This is why I believe vasari need another anti structure ship.
Ive seen them do it. Many times. Ive seen them upgrade it right infront of me. Ive also seen it whip my poor SB. The AI does it but its not a priortiy. Tweaking the AI priority numbers helps fix that.
I definitely agree the AI needs to use a lot of bombers when attacking a starbase. That is currently a big flaw.
Kudos to the other AI improvement suggestions in this thread as well.
ok i am hving some problems with the forum kicking me out when i try to post today
2nd try:
its nice to know that the AI does build assault Orkulus SBs. I havent seen it outside of them trying to retake a planet, but whatever... if it happens sometimes good.
as for a vasari anti structure ship, i dont really agree. there is a thread about HCs that jumps ship for a bit and talks about artillery cruisers for the races. I think if vasari had one of those (an AoE effet ship with a minimum range) that would keep the gnats off my fleet while it killed the SB, subverters, Egg ND, and Hcs can kill one pretty quickly with bomber/fighter support. vasari is about massive damage at close to medium range and less about prancing around outside the envelope, or at least should be.
back to the topic though. one of my major complaints baout the AI is that they dont use their resources enough. GWs can have fully upgraded SBs with mines everywhere, but then the log/tac slots are only partially filled. Or all the log slots are filled with culture platforms, but no stacking for trade. At the end of the game unfair AIs can have huuuge amounts of resources but its like kicking a kitten because nothing is upgraded or built to max. I think facing an "impossible" AI level would involve greated defensive depth, and greater logistical effort. Assaulting one of my totally built up defensive strongholds is devastating. and I want to know that I can learn to fight that regardless. otherwise old starcraft zerg tactics start to come out: "build a ton of ships, you win"
Neutrals need to have turrets and hanger bays also, maybe mines.
So are there going to be significant AI improvements in Diplomacy? If there were, then I wouldn't even care about the rest of the expansion. I really want good AI.
I feel the diplomacy addon will fail if it does not as this addon seems to be aimed for those who play against the AI.
Yep. I definitely agree that this expansion is aimed at SP. As such, some AI improvements would be only expected.
I like a lot of the ideas in this thread, and we'll definitely look in to some of them, so feel free to keep posting your suggestions.
One thing that I'm afraid of and someone pointed this out is with the new diplomacy options, you can befriend a team until it is advantageous to you to break the alliance. So if you are used to playing locked teams where everyone is your enemy at once, you can pick and choose, which MIGHT make the game easier than it is to experienced players.
You should incur some type of HUGE penalty for breaking an alliance not just when it suits you. Imagine a modern day alliance, would the US Navy fire upon the English navy with out causing an all out war and international upheaval? What the penalties would be is up to the devs to fiqure out.
I say that if you apply or offer the option to have production life cycle affect resource astroieds it could really change the game in so many ways. The AI in the late game is bad at using money and resources... so if there are very limited resources, that won't be a problem.
If you start with okay production, then ramp up production and when a certain amount is resources is extracted, have ouput from the resource astroied drop significantly!
Then with a cheating AI, smarting spending AI and a more tactically smart AI... we might have a challenging Single player experience ()
how about modding the AI's behaviour into like said daredevils?It's a hell more lot of funs fighting a daredevil or suicidal AI rather than an safe play AI?
I liked how when sins first came out the AI would gang up on the human player. It was removed though because it would become a bit ridiculous. With diplomacy though it could be added in more strategically by having the weaker players alliance against the strongest player.
So if there were 6 players, the bottom 5 AI would try to create treaties and alliances (war pacts?) against the top player if they weren't allied with them.
I'd like to go into further detail but I'll have to wait for beta and see what kind of diplomacy options are available.
I would disagree.
9 Unfair AI's teaming against you was doable before, but now I need to make SB's just to win. Can anyone beat 9 unfair AI's without SBs?
How about having 16 Level 6 Marzas?
advent have an upgrade that adds 10 tactical slots to all planets-just enough at the larger planets to build 2 deliverance engines
They use the same number of tactical slots, and if you build nothing but a kostra on a terran, you still have enough slots for another... it just wont let you build one.
My Single Player AI Changes Wishlist for the Diplomacy Expansion:
* I think we all agree AI should build super weapons, I would just like them in context because of their power. I've shut down entire star systems with 20+ Novalith Cannon's firing, and the thought of the AI doing that to me is freaking nightmarish. Let the AI build super weapons but use them in the context of Diplomacy. Like, threaten me with firing a shot at my homeworld unless I do something for them, like: donate 5000 credits, destroy a starbase, give them a planet, or help defend one of their allies. It would really add another level of entertainment to single player gameplay.
* I dont know what plans you have for the "ambassador ship". But I'd like to see it be like a diplomatic immunity ship, so that destroying one should have really-really bad consequences. Also, give us the option to send pirates to hunt down and destroy an ambassador ship from another race, but blame it on an enemy race to get them fighting against each other. This pirate hunt shouldnt be a public auction, but a dirty diplomatic move behind the scenes, that's kept secret.
* The end game. It doesnt matter which race I choose, they are all the same when it comes to the end game, so its a wash. Give the ambassador ship some kind of end game super ability unique to each race:
- Advent: All about the unity, so should be able to conquer the planet without destroying population once allegiance reaches a certain favorable level. This ambassador ship ability would have excellent synergy with the Deliverance Engine.
- Vasari: All about the mobility, so should be able to transform into a phase gate if there is a cease-fire/peace treaty at target planet, taking this ability away from the Kostura Cannon. This ambassador ship ability plays well with the diplomatic immunity concept, allowing it to travel thru enemy territory unharmed, and then once it reaches friendly space, can then transform into a phase gate.
- TEC: All about the credits and technology, so should be able buy an artifact (it if exists at target planet) and transfer it to a planet under the players control, or some derivative thereof (Buy/Rent/Loan) an artifact. This ambassador ship ability should be connected to artifact technology is some way.
Don’t you know who the f*ck I am? I’m the Juggernaut, b*tch!
Nope, I stand as the lone sole who says this is bad.
I'll add my voice to those clamoring for more intelligent AI.
One thing that would (I think) be simple to fix is the average size of AI fleets. Even playing against one or two Unfair AI enemies in entrenchment, the AI seems simply incapable of massing a fleet with sufficient strength to punch out one of my strong points. I typically seize control of chokepoints as soon as possible, build a starbase at each one along with a phase stabilizer node (I Vasari) and then position a central fleet of ~50 carriers in the middle of my empire. When the once-in-a-blue moon assualt that could potentially punch out a starbase comes along (much harder with good starbase micro), it is almost always able to hold out long enough for the carrier fleet to arrive. (Being able to see every phase jump of their ships helps too)
On the few occasions that the AI engages in a fleet-on-fleet action, they almost universally fail to meet me with a greater force, instead spreading their ships around in penny-packets that simply get defeated in detail when I move in with my steam-roller fleet comprising ~1/3 of my ship cap.
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