Cruis.In -> RE: ROTS: Super AI Mod - v0.4 (12/4/2012 3:14:29 AM)
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are there any other AI mods? I think the AI fights well, he just doesn't build enough ships nor does he build good ones. anyway to get a hard non cheating AI? Kinda mastered stuff on max difficulty with very aggressive. The AI problem in most my games is there ships suck. There attacks are sound, their ;thinkinhg; but they lack the hard ware. I think a fundamental flaw to the AI is the ship design. The various ship classes have pre determined hab/life support. it seems once the hab/life support limit is reached on a ship the AI won't add anymore in order to be able to put more stuff on. For example in mid game I'll have escorts/frigates and destroyers with 2000-2500 shields, 4-550 firepower and about 5-6 speed. Nothing the AI has can beat even a modest fleet of that. I do not stop at the default space given, when I am designing my ship and I see it needs more hab/life support, I put it on and keep going until I am comfortable with the shields/weapons. It means the ship cost a helluva lot more than a normal frigate etc, but it gets the job done. And if it came down to numbers, the AI still doesn't produce 4-5 ships to my 1. Never seen an AI fleet bigger than about 50 ships, even from the most powerful empire at the time in the game. AI needs to build beyond the default, or all ships need to have a cap on life/hab modules. You are given a certain limit of space to work in, and I think that this should apply to a certain limit of hab/life modules per ship hull size. There's no way I should be able to create a destroyer as powerful as a capital ship. Yet I can do this. If based on your hull size that you are working with you could not put on more than a certain number of hab/life modules, it would come down once again to the strategy of your design. Do you use long range/short range, do you load up on armor if the enemy is using missiles? (50% bonus to damage reduction on armor vs missles). Do you go with fast speed? Heavy shielding? But there's no real either or, there's I want all, give me all. So instead of having to work within a limit, you are unlimited, except only by size of the ship. Perhaps, each ship tier, destroyer/cruiser etc etc, should have a specific ship size, and ship size research should not apply across the board to any ship you build. I.e destroyers should be and remain at 250 - 350 - 450 as you go up, and cruisers are 550-650-750. Cap ships 750-850-950. Right now the fact that you can just make any ship hull as big as the current space limit, again just leaves it without strategy. I have so much money always in every game, that making a 20k destroyer or frigate is nothing, so you can't even say that cost to build/maintain is prohibitive. Perhaps hab/life modules should increase in the amount of 'size' they add to the ship. But regardless bottom line, as long as I can build a 1500 big destroyer, there is no difference between it and a 1500 cap ship. The size max should be based on the hull. Otherwise the AI can never win. Unless you train him to put on more hab/life support so he can fit more guns/shields/armor etc.
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