taltamir
Posts: 1290
Joined: 4/2/2010 Status: offline
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quote:
ORIGINAL: Fishman You keep saying "The AI puts too few weapons, shields, armor, and engines on its ships"...but this cannot be true, because weapons, shields, armor, and engines (and reactors, which we KNOW he doesn't put enough of) are the primary components on a ship! Unless you're suggesting the AI is stuffing his warships with redundant noncombat systems, so that the ship has 12 hyperdrives taking up all his space, this cannot be true, as the size of a ship is a direct function of what is in it. I think it's more that the AI builds small ships filled with primitive junk, which makes his ships appear woefully underpowered. It also means he can turn them out like popcorn, however: The AI never seems to run out of them no matter how many I shoot down. Quote myself quote:
1. Sizes are not properly categorized... Each construction tech should unlock a new ship size category, which should be specified and used up (ex: tech 2 construction yard unlocks size 330 ships)... currently an AI designed capital ship is about size 700... they should always match the maximum current size of a certain tech level 2. Components are not correctly prioritized. the last reactor tech is inferior to the one before it, the shaktur firestorm torpedoes are inferior to other torpedoes, super weapons are inferior to all other weapons, lasers are inferior to torpedoes unless you have very high end lasers compared to very low end torpedoes, the ultimate shields megatron Z4 plain suck... etc. this is the #1 reason why the AI is having trouble right now, it is the major goal for 1.05, and it is fixable without switching over to hardpoint system... the current component system will work fine if the components are correctly prioritized. 3. The least important, but still an important factor... the AI puts too few shields and weapons on a ship... a size 700-900 ship needs a good 200 or so space dedicated to shields (aka, 30 shields on a capital ship). this is only about 20-30%. it currently puts a little under 10% of the ship's size into shields. Max ship size by construction tech: 1: 200 2: 330 3: 500 4: 650 5: 850 6: 1100 7: 1500 Using all tech except Shaktur Firestorm, Megatron Z4, and Novacore NX-700. Enable AI ship autodesign: result... capital ship, size 690 (requiring tech 5 building but not going up to the 850 size max). Shields: 10 units, total space 80... 11.6% of the current ship size, 9.4% of the size it should aim for with a capital ship (since capital ship is size 5 ship, it should be 850 size. Armor: 20 units, total space 20, 2.9% of design size, 2.4% of what it should aim for. Weapons: 8 Plasma Thunderbolt MX, size 40. I would use more of these... 16 titan beam SR, size 96... 2 nuclear exterminators, size 14... 1 death ray, size 140... the death ray gives a big boost to its size, the size of the last capital ship it designed for me, before I had death rays, was 519 total... Anyways, total weapon sizes, 290 total, which 42% of current size and 34% of target size, it is actually a good percentage of the total space. but only because of the death ray. Even so, the weapon choices are terrible and the total ship size is too small. Engines (not hyperdrive or vectoring thrusters): sprint speed, 35... engines used 13. total engine size is 104. 15.1% of ship size (690), 12.2% of target size (850). If he used 20 engines his sprint speed would be 50 instead of 35. total size would be 160... which is 18.8% of target size... since we are being highly structured here, a target of 20% would be 170... which means 21 engines is closest, giving a sprint of 52. Anyways... this was actually a good-ish example because he had the super weapons to work with, and is programmed to use one. Current sizes of ships are: Escort < Frigate < Destroyer < Cruiser < Capital Ship My suggestion is to take the max sizes via tech and use those: 1: 200 = Escort 2: 330 = Frigate 3: 500 = Destroyer 4: 650 = Cruiser 5: 850 = BattleCruiser 6: 1100 = BattleShip 7: 1500 = Dreadnaught Capital ship is a general term for the three biggest sizes. The AI should design to maximize the size of the current tech. When doing so it should aim for percentages... example design: Hyperdrive: always 1 unit, starts at size 12 and goes down to 8... size should depend on the size of the ship. the most primitive hyperdrive is 6% of the smallest of ships (escort, size 200) and the best is 4% of the size of that ship. Since the current size fits all, lets put it in the middle of current ship designs... thats destroyer, size 500... so it goes from 2.4% to 1.6% the size of a destroyer. So hyperdrive for an escort hyperdrive at the starting tech of 2.4% is size 4.8. And a Dreadnaught's is 36. Shields: Add them component by component until you get closest to 20% of the ship size. For size 8 shields that is 21 shields on a battle cruiser, 37 or 38 on a dreadnaught. Armor: I think a 1 to 1 ratio with shields is good, since this is 1/8 the size you get 2.5% of total ship size. Since armor allows individual addition (one unit size each), add them until armor and shields are exactly 22.5% (that is, if you got that 20% size shields being 37.5 shields, that means you can put 37 shields and an extra 5 amror pieces to accomodate that extra 5 space) Engines: 20% Vectoring: 5% the total of the above is 49.9% btw. a bit lower in higher tech level hyperdrive... the other 50%? you put in the minimum amount of reactors, life support, sensors, computers, etc and fill every last remaining spot with weapons.
< Message edited by taltamir -- 5/3/2010 7:45:12 AM >
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I do not have a superman complex; for I am God, not Superman.
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