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RE: Excerpt from the Universe Modding Guide

 
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RE: Excerpt from the Universe Modding Guide - 5/1/2014 12:37:31 AM   
rogerbacon51

 

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I'm curious as to the reason of the hard-coded limits mentioned above. Was it a memory issue or something else?

(in reply to Erik Rutins)
Post #: 31
RE: Excerpt from the Universe Modding Guide - 5/1/2014 11:53:59 AM   
Icemania


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Erik, I've asked this question in a couple of places now, are there new AI related capabilities?

My top 3 are:

1. Has AI Research Build Orders been improved and/or can it be modded?

2. Has AI Ship Design been improved and/or can it be modded?

3. Has Explorer AI been improved and/or can it be modded?

Some Quick Fixes to Improve Game Balance




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Post #: 32
RE: Excerpt from the Universe Modding Guide - 5/1/2014 1:34:37 PM   
Erik Rutins

 

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Hi Icemania,

Universe development did include a lot of AI improvements, as a result of making sure that the AI could handle the things that modders could now do in terms of changing the game.

They are largely covered by these feature points:

- Allies will make cooperative fleet attacks against common enemies
- A multitude of AI improvements across many areas: resource transport, research pathing, fleets, etc

The AI is definitely smarter about research in Universe.

There were a few improvements to Ship Design AI but no major overhaul. Ship Design is based on the system that we put in place for Shadows, which allows tailoring of design strategies for each faction.

Explorer AI has been improved in each release. We solved most of the past issues in Shadows and it received a few more tweaks during Universe development. It does not have a new interface per the thread you linked from a week ago, but I'm pretty sure most players are not building and managing 50+ exploration ships from the start. However, if there's demand for more improvements to exploration we can do that.

Regards,

- Erik


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(in reply to Icemania)
Post #: 33
RE: Excerpt from the Universe Modding Guide - 5/1/2014 2:11:27 PM   
Icemania


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Thanks Erik, very glad to hear about those AI improvements (although it would be great to be able to mod AI research).

With Exploration, while I consider "move to" micro strategically essential, I appreciate your point and will leave others to comment or not. That said, one of the changes proposed that may be more achievable is:

"Change the AI to change exploration targets when the resource is discovered (i.e. with Proximity Arrays). At the moment the AI will waste a huge amount of time going to the centre of the target and only then change targets. When a planet has ruins that need investigating this maybe needed but otherwise it should change missions as soon as the resources are revealed".

i.e. the AI actually utilises the benefits of Proximity Arrays.


< Message edited by Icemania -- 5/1/2014 3:14:08 PM >

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Post #: 34
RE: Excerpt from the Universe Modding Guide - 5/1/2014 2:19:04 PM   
hewwo

 

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AI improvements! Jeeh!

Actually, one request I have is to make the use of the resupply ships more logical/intuitive. I really like the idea but every time I use them I end up being frustrated and abandon them. It would make the game complete for me if you guys could have another pass at them and make them useful!

edit: I have no problems with the explorers as they are now

< Message edited by hewwo -- 5/1/2014 3:19:52 PM >

(in reply to Icemania)
Post #: 35
RE: Excerpt from the Universe Modding Guide - 5/1/2014 2:23:34 PM   
Icemania


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quote:

ORIGINAL: hewwo
edit: I have no problems with the explorers as they are now

I have no problems with resupply ships as they are now


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Post #: 36
RE: Excerpt from the Universe Modding Guide - 5/1/2014 3:37:23 PM   
Shark7


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quote:

ORIGINAL: Icemania

quote:

ORIGINAL: hewwo
edit: I have no problems with the explorers as they are now

I have no problems with resupply ships as they are now




I rarely use resupply ships. Personally I'd rather see something more akin to a modern AO/AOR where it travels with the fleet, but doesn't have gas extractors of its own.

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Post #: 37
RE: Excerpt from the Universe Modding Guide - 5/1/2014 3:41:54 PM   
Icemania


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Same, I don't use resupply ships either, hence no problem!

The current AI is so slow with exploration at the moment that it's just laughable. While for human players that micro Explorers (due to the benefits) it's a micro management nightmare.

(in reply to Shark7)
Post #: 38
RE: Excerpt from the Universe Modding Guide - 5/1/2014 3:45:18 PM   
ASHBERY76


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They are really mobile supply bases.I find them very usefull because of their defensive power.

< Message edited by ASHBERY76 -- 5/1/2014 4:46:28 PM >


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Post #: 39
RE: Excerpt from the Universe Modding Guide - 5/1/2014 10:02:13 PM   
Franky007


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My only wish:
A toggle for the AI to ignore damaged Armor as Damaged components...

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Post #: 40
RE: Excerpt from the Universe Modding Guide - 5/1/2014 11:05:00 PM   
tjhkkr


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quote:

ORIGINAL: Francoy
My only wish:
A toggle for the AI to ignore damaged Armor as Damaged components...


I can understand that, but it is also useful to know that protection has been lost...


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Post #: 41
RE: Excerpt from the Universe Modding Guide - 5/2/2014 12:01:25 AM   
TrooperCooper

 

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quote:

ORIGINAL: Francoy

My only wish:
A toggle for the AI to ignore damaged Armor as Damaged components...


Good point! I usually set my designed ships to never retreat. When you set them to retreat "once shields are below 50%" or whatever... they will run as soon as one shield-bypassing weapon (like rails) will knock out a single component. Also easy to exploit on the AI...

(in reply to Franky007)
Post #: 42
RE: Excerpt from the Universe Modding Guide - 5/2/2014 9:04:20 AM   
Spidey


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quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: Francoy
My only wish:
A toggle for the AI to ignore damaged Armor as Damaged components...


I can understand that, but it is also useful to know that protection has been lost...




Indeed it's useful, but it's significantly less useful that your size 950 capital boat with enough fazor guns to blast small moons into space dust decides to run away from a tiny little size 300 carpet wetter of a spaceship simply because one single armor component (out of 40) got damaged by a railgun. That's just silly and I'm frankly a bit surprised that it's not fixed yet, since it's a rather obvious AI issue.

I'm not sure if the fix is easy but if the damage calculation routine can tell armor from non-armor then surely the general AI can do the same?

(in reply to tjhkkr)
Post #: 43
RE: Excerpt from the Universe Modding Guide - 5/2/2014 9:27:04 AM   
Icemania


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I also agree this needs to be fixed.

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Post #: 44
RE: Excerpt from the Universe Modding Guide - 5/3/2014 10:34:19 AM   
hewwo

 

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quote:

ORIGINAL: Icemania

quote:

ORIGINAL: hewwo
edit: I have no problems with the explorers as they are now

I have no problems with resupply ships as they are now




Haha touché sir! To each his own I guess ;)

I agree on the damaged component/running away ship thing. The number of times I've become frustrated because my awesome future-capital ship I found somewhere ran away from some puny fleet because it had some negligible damage...


(in reply to Icemania)
Post #: 45
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