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RE: Possible AI Improvement Mod

 
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RE: Possible AI Improvement Mod - 12/17/2015 8:05:56 PM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline
I've started recently on Very Hard difficulty as prewarp Wekkarus empire and .. oh my! I was beaten so hard. Not sure if it was because of enormous number of pirates nearby which literally either destroyed all my mining stations or dry my coffers due to tribute. When I was planning to colonize first planet, Quanemo had like 25 colonies !

Here are some screenshots from that gameplay : http://imgur.com/a/Z2kg7

Anyway just started new gameplay as Banoserit with pirates set to few/weak.

@Icemania - thanks for great AI tweaking. Seriously - I can't remember to lose a DW vanilla game on that difficulty ever ;-)

(in reply to Icemania)
Post #: 901
RE: Possible AI Improvement Mod - 12/20/2015 3:02:37 AM   
Cubano

 

Posts: 208
Joined: 7/7/2004
From: United States
Status: offline
First off, this is a spectacular effort. I'm just now starting to play after quite some time off and can't wait to use it. Question though:

What is the recommended Research Speed for the AI Improvement Mod, or does it matter? I typically play on Expensive so you don't fly through the tech.

Thanks,

Alex


(in reply to dejagore)
Post #: 902
RE: Possible AI Improvement Mod - 12/21/2015 11:55:08 PM   
Twigster

 

Posts: 1023
Joined: 1/13/2015
Status: offline
Hola Cubano,

Icemania never put out a recommended Research Speed to go with the Mod; that's always up to the player. I always play most expensive research myself. In short, it does'nt matter.

(in reply to Cubano)
Post #: 903
RE: Possible AI Improvement Mod - 12/23/2015 9:01:29 PM   
tppytel

 

Posts: 34
Joined: 11/12/2015
Status: offline
Something seems odd with the ship design template usage in my game - my (standard) empire appears to use the pirate design templates. I may be misunderstanding something - I've always manually controlled everything before and never looked closely at the auto-generated designs. But, for example, the regular Quameno frigate has 2 graviton beams and 1 regular beam while the pirate version has 3 graviton beams. If I start up a new game, my starting frigate is built to the pirate profile (3 grav beams). As the game progresses, it continues to use the pirate templates (1 reactor on a cruiser, for example, instead of 2).

Is something messed up here? Am I misunderstanding what's supposed to happen? While I enjoy the full manual experience at times, I'd also like to run faster, more automated games. And letting the AI handle research and design is really the biggest part of that.

(in reply to Twigster)
Post #: 904
RE: Possible AI Improvement Mod - 12/24/2015 3:05:07 AM   
tppytel

 

Posts: 34
Joined: 11/12/2015
Status: offline
I see I may be misreading the Quameno design situation, since the Quameno start without Beam Weapons in the mod. But I've been poking around more broadly at how mod files are handled and have lots of questions, so I made a more general post to the Design and Modding subforum.

(in reply to tppytel)
Post #: 905
RE: AI Improvement Mod (1.05 Extended Release) - 1/1/2016 6:38:05 PM   
jacozilla

 

Posts: 122
Joined: 10/10/2015
Status: offline
After playing quite awhile with DW Extended, upgraded to this AI mod recently and really enjoying the additional challenge, very well balanced so far (e.g. I am getting beaten lol)

But one confusing question - why are there so few manufacturing plants per spaceport design?

All the other pre-designed templates look like good improvements and sorely needed where AI undersigned significantly - like for example how the default mining stations start way under mining cap, but the new ones with this mod start close to the mining cap for number of gas extractors, lux, and mining engines

But for spaceports, I notice that even for massive number of construction yards - like say large spaceport at starting tech with 36 yards, it still only uses 1 manufacturing plant of each type, total. So not even the 1:3 ratio recommended in the help text - which would imply 12 plants of each type, but just 1 single one - so 1:36 ratio?

Has there been some patch/update I am not aware about where only 1 plant is needed in order to avoid slowdown in construction due to fabricating the components needed time?

(in reply to Icemania)
Post #: 906
RE: AI Improvement Mod (1.05 Extended Release) - 1/2/2016 11:17:00 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Something I have noticed with the races is very little use of boarding pods.They are pretty dam powerful.Pirates use them put having some of the main factions use it would add the gameplay.I have done this myself of course.Just thinking of the non modders.

_____________________________


(in reply to jacozilla)
Post #: 907
RE: AI Improvement Mod (1.05 Extended Release) - 1/7/2016 9:39:10 PM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
Status: offline
The 30 plants to 1 yard ratio is discussed in the following thread.
http://www.matrixgames.com/forums/tm.asp?m=3180183&mpage=1&key=plants?


quote:

ORIGINAL: jacozilla

After playing quite awhile with DW Extended, upgraded to this AI mod recently and really enjoying the additional challenge, very well balanced so far (e.g. I am getting beaten lol)

But one confusing question - why are there so few manufacturing plants per spaceport design?

All the other pre-designed templates look like good improvements and sorely needed where AI undersigned significantly - like for example how the default mining stations start way under mining cap, but the new ones with this mod start close to the mining cap for number of gas extractors, lux, and mining engines

But for spaceports, I notice that even for massive number of construction yards - like say large spaceport at starting tech with 36 yards, it still only uses 1 manufacturing plant of each type, total. So not even the 1:3 ratio recommended in the help text - which would imply 12 plants of each type, but just 1 single one - so 1:36 ratio?

Has there been some patch/update I am not aware about where only 1 plant is needed in order to avoid slowdown in construction due to fabricating the components needed time?


(in reply to jacozilla)
Post #: 908
RE: AI Improvement Mod (1.05 Extended Release) - 1/8/2016 6:43:19 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: ASHBERY76

Something I have noticed with the races is very little use of boarding pods.They are pretty dam powerful.Pirates use them put having some of the main factions use it would add the gameplay.I have done this myself of course.Just thinking of the non modders.


Might have to do with the number of pods available in the templates. In my own custom game, I've put at least two pods on even the escorts, and due to this, I have a lot of my ships stolen from me.

Another problem is that the AI is a little over-zealous in taking down the shields. Many times, a ship the AI tries to capture is actually destroyed while the boarding parties are fighting for control. I've seen this so often that when there is a ship I want to capture (big AI design I have no access to), I manually control the fleet that will accomplish the capture, down to a micro-managed level.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to ASHBERY76)
Post #: 909
RE: AI Improvement Mod (1.05 Extended Release) - 1/9/2016 5:13:11 PM   
HerpInYourDerp

 

Posts: 118
Joined: 5/7/2015
Status: offline
There's also the bug with boarding pods not reloading properly if the capture fails.

(in reply to Shark7)
Post #: 910
RE: AI Improvement Mod (1.05 Extended Release) - 1/29/2016 1:59:14 PM   
thefinn12345

 

Posts: 91
Joined: 5/29/2014
Status: offline
Is anyone else getting a huge amount of freighters being built around their home planet ?

There must be a good 50-100 freighters just sitting there doing nothing.

(in reply to HerpInYourDerp)
Post #: 911
RE: AI Improvement Mod (1.05 Extended Release) - 2/6/2016 4:35:43 AM   
zenkmander

 

Posts: 62
Joined: 3/26/2012
Status: offline
Reporting in with my experience so far!

First game as the Banoserit on Normal difficulty. Challenging but fun, no serious massacres from the AI.

Second game however is turning out very different. Playing on Hard as the Ortain (Dictatorship). More challenging than the Banoserit but still fun. Went up against Ketarovs first, hit them early enough to have the advantage and wiped them out. Next were the Phaerax, who I had a tough time with for a while (especially invading their homeworld), but I eventually won.

The REAL challenge is my current conflict with a Kiadian Dictatorship. I'm getting absolutely destroyed by them; they're landing enormous armies on my colonies, not to mention their tech is miles ahead of mine. My hyperdrives are at 15k, theirs are 50k. My size 500-650 ships have ~150-200 firepower each (fighters), their size 800-900 ships have 500 firepower each! I think they have Plasma Torpedoes already. They're also packing a TON of armor (and probably repair bots too), as I'd have huge swarms of missile bombers focusing on one ship and it would still get away.

I know the Kiadians are good at research but man! This is crazy. And I haven't been neglecting research capacity or priorities at all.

I think I might lose this game.

Edit: Here's a video, pretty crazy! I had lost a lot of ships by this point but the result was the same even with 50 of mine vs 20 of theirs.

https://youtu.be/avx2-y7Scco


< Message edited by zenkmander -- 2/6/2016 7:44:08 AM >

(in reply to thefinn12345)
Post #: 912
RE: Possible AI Improvement Mod - 2/23/2016 4:10:21 AM   
jarardo

 

Posts: 6
Joined: 6/11/2014
Status: offline
Question on tractor beams in this mod. I've tried a setup of railguns and tractor beams, the idea being that the tractors pull in the target into the railguns range. I've got all my stances for everything except for carriers set to point blank, but I'm seeing my ships push the enemy away out of railgun range.

If I let my fleet control itself when fighting, in large battles my fleet will be spread all over the system with 1 or 2 of my ships just pushing the enemy ships away and just pelting them with the small amount of missiles they carry. Even if they win it just ends up making the battle take a really long time.

Any suggestions? I've done some testing and I'm not seeing very consistent results.

Thanks!

(in reply to dejagore)
Post #: 913
RE: Possible AI Improvement Mod - 2/23/2016 7:24:27 AM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
Are you sure they are point blank against stronger opponents?

(in reply to jarardo)
Post #: 914
RE: AI Improvement Mod (1.05 Extended Release) - 2/23/2016 1:25:34 PM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
The 1.9.5.8 Patch added the following:

- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony

I know that it worked well a while back, but my testing focused on observations from the designs using the design templates available via Modding. If it's not working in specific cases it's a hard coded problem I can't fix and should probably go in Tech Support with as much detail as you can provide.

(in reply to Bingeling)
Post #: 915
RE: AI Improvement Mod (1.05 Extended Release) - 2/23/2016 1:44:09 PM   
Blabsawaw22

 

Posts: 285
Joined: 12/5/2014
Status: offline
whoops! totally saw that you were the other guys! ha.. nevermind my last post. too funny.

Can you delete posts here? I don't see an option..

< Message edited by Blabsawaw22 -- 2/23/2016 1:49:44 PM >

(in reply to zenkmander)
Post #: 916
RE: AI Improvement Mod (1.05 Extended Release) - 4/19/2016 6:01:38 PM   
elvenour

 

Posts: 2
Joined: 4/19/2016
Status: offline
Can someone please reupload this mod? I really hope that i can enjoy this mod too

The dropbox link seems broken

< Message edited by elvenour -- 4/19/2016 6:05:20 PM >

(in reply to Blabsawaw22)
Post #: 917
RE: AI Improvement Mod (1.05 Extended Release) - 4/19/2016 8:28:17 PM   
elvenour

 

Posts: 2
Joined: 4/19/2016
Status: offline
Is there any site that i can use to download the ai mods? Like mirror sites?

(in reply to elvenour)
Post #: 918
RE: AI Improvement Mod (1.05 Extended Release) - 4/20/2016 9:55:23 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
All, my bad, due to the volume of links I have in dropbox I tried to better organise them. Unfortunately, moving them into folders changes the links, so I’ve updated the OP to reflect the new links. Give it another go and please let me know if any issues.

(in reply to elvenour)
Post #: 919
RE: AI Improvement Mod (1.05 Extended Release) - 4/20/2016 5:44:10 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
I downloaded the mod from your DropBox and it seem to work perfectly

(in reply to Icemania)
Post #: 920
RE: AI Improvement Mod (1.05 Extended Release) - 5/7/2016 7:06:13 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
For those interested in AI Mods for other Space 4X games, we are currently finishing up an AI Improvement and Balance Mod for Stardrive 2, refer here for details:

Stardrive 2 AI Improvement and Balance Mod

(in reply to Hattori Hanzo)
Post #: 921
RE: AI Improvement Mod (1.05 Extended Release) - 5/9/2016 5:37:06 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

ORIGINAL: Icemania

For those interested in AI Mods for other Space 4X games, we are currently finishing up an AI Improvement and Balance Mod for Stardrive 2, refer here for details:

Stardrive 2 AI Improvement and Balance Mod


I will try it, thank you

(in reply to Icemania)
Post #: 922
RE: AI Improvement Mod (1.05 Extended Release) - 5/10/2016 5:17:31 PM   
Zulgaines

 

Posts: 9
Joined: 7/27/2013
Status: offline
May I ask a question of someone who's played a bit?

The mod suggests I play the game at very hard, at least. I just want to know if I will still receive an improved experience playing on say normal with this mod as opposed to playing on normal with the vanilla extended races mod.

(in reply to Icemania)
Post #: 923
RE: AI Improvement Mod (1.05 Extended Release) - 5/10/2016 7:39:11 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
the mod is also playable at the normal difficulty level and in my opinion it is anyway an improved experience respect to the vanilla version played at the same difficulty level.
that say it shines at the harder difficulty levels

(in reply to Zulgaines)
Post #: 924
RE: AI Improvement Mod (1.05 Extended Release) - 5/12/2016 8:16:38 PM   
Zulgaines

 

Posts: 9
Joined: 7/27/2013
Status: offline
Thanks, one more question, I know that designing your own ships is a huge advantage over the AI so I avoid it. I know that this mod gives the AI better ship designs but does that mean that MY default ship designs are better too or will I still be using the vanilla ones?

< Message edited by Zulgaines -- 5/12/2016 8:18:37 PM >

(in reply to Hattori Hanzo)
Post #: 925
RE: AI Improvement Mod (1.05 Extended Release) - 5/12/2016 8:28:07 PM   
greenspacejerk

 

Posts: 6
Joined: 4/27/2016
Status: offline
Yours will be better too, unless you're playing with a custom race, which isn't included in this mod.

(in reply to Zulgaines)
Post #: 926
RE: Possible AI Improvement Mod - 5/13/2016 2:47:12 PM   
Zulgaines

 

Posts: 9
Joined: 7/27/2013
Status: offline
So I've been reacquainting myself with the game and spent some hours playing the lower difficulty levels.

I just went from hard to very hard for the first time after getting the hang of the game again to the point where I was far more powerful than anyone else for it to be interesting on hard mode.

Wow! The AI keeps up with me so much better on Vhard, at least 2-3 times more effectively than on hard. I also love the new default ship updates and how race relations are divided a little more sharply by racial differences.

So double thumbs up for this mod from me.

< Message edited by Zulgaines -- 5/13/2016 2:52:18 PM >

(in reply to dejagore)
Post #: 927
RE: Possible AI Improvement Mod - 5/16/2016 11:41:46 PM   
Tampa_Gamer


Posts: 160
Joined: 12/27/2010
Status: offline
Icemania - just wanted to say thank you for your mod and all of the many hours you put into it. Your mod (combined with the extended races mod and my own personal mods) keeps me coming back to DW:U for a long game about every 3-4 months - despite far newer, shinier 4x games on my drive (including Stellaris).



_____________________________

For those interested, forum thread link to post with a master list of all my DW mods: Link


(in reply to Zulgaines)
Post #: 928
RE: Possible AI Improvement Mod - 5/20/2016 1:21:44 PM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
Thanks for the feedback!

(in reply to Tampa_Gamer)
Post #: 929
RE: Possible AI Improvement Mod - 6/27/2016 10:05:28 AM   
AVN

 

Posts: 15
Joined: 6/27/2016
Status: offline
I bought this game a few weeks ago and decided to give this mod a try.
When I checked the weapons tech tree I noticed that the expensive "Super Area Weapons" tech doesn't have any prerequisites and can be chosen as the initial tech in this tree ? I wonder if this is intended.

FYI I'm using version 1.9.5.12 of the game and 1.05 of the mod.

(in reply to Icemania)
Post #: 930
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