Icemania
Posts: 1847
Joined: 6/5/2013 From: Australia Status: offline
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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. quote:
ORIGINAL: Unbroken On a better note, in a different game I faced down a Securan carrier for the first time, and it was an utter pain to kill. Fighter swarms were pretty effective against my Velocity Shard-toting fleet that time, although I crushed their homeworld bases through sheer force of numbers. I've also had a few fairly expansive wars break out, but little ever seems to come of them. I've yet to see the AI take a colony from another AI, even if its some 30M pop backwater. I've seen the AI take other colonies plenty of times, but yes they are not particularly focused with it. Not much I can mod here. quote:
ORIGINAL: Unbroken I also noticed the AI having some tunnel-vision issues with its research order on expensive-level research. My closest non-insect neighbour in one game, the Kiadians, had worked very hard on getting to Plasma Thunderbolt II - but they neglected to bother researching anything better than fission reactors. I have no clue how the AI could support such a power-hog weapon with basic reactor tech. They also seem to have never bothered with any shields beyond the initial Corvidian I's (also, this game is in 2156 due to the colony spam deflating my territory score - they originally didn't even have Fission when I attacked them a while back). In an earlier version of the Mod the Energy Research Orders looked pretty similar between the races. It was becoming bland as every race used pretty much the same technologies in the Energy Research Tree. As you probably know in this Mod there is a wider variety of weapon types in use i.e. it's not as dominated by beams and torpedoes there is a pretty balanced mix. There was also quite a lot of variety in HighTech, due to the different wonder and colonisation focuses. I felt similar variety was needed with Energy. What I noticed is that Elliot has set different focuses for the races e.g. have a look in the race files. Specifically Speed/Agility, Power, Balanced or Efficiency. So I designed Energy Research Order to reflects those preferences with variations thereof for special technologies. So if you look across some of the races using Torpedoes: The Kiadian Energy focus is on Speed/Agility. While they will need more reactors to power their ships, you should find them relatively fast, and better able to standoff. If you play with short-range weapons and say with a power focus, they can be quite annoying. The Zenox Energy focus is on Efficiency. This is a variation of a Balanced approach but the efficient technologies are used. The Research Order is modified to ensure they get their special technology shields quickly though. The Boskarans Energy focus on Power which includes a focus on Shields. Other races are Balanced. Some mix Torpedoes with Fighter/Bombers. And so on. As a result, when a race comes at you with Torpedoes, there is variety.
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