Cruelsader

Cruelsader

Joined Member # 2582922
17 Posts 86 Replies 372 Reputation

[quote who="MarvinKosh" reply="20" id="2078892"]Depends if Blind Exploration is turned off; then they will (like you) be able to see where influence is even if they haven't been to that part of space. [/quote] Blind exploration was turned off in the test. Besides, according to Stardock AI always explores blind. Moreover,AI routinely colonizes planets in other's sphere of influence. In short, I still do not see any other explanation to AIs behaviour other than knowing the location of n

30 Replies 33,181 Views

[quote]They(for the most part) do have stellar cartography and will send colonizers to systems in a blind attempt to find planets much like the player does if they don't get scouts in the area first.[/quote] Really? How do you explain the results of my little test then? Please note that I used abundant stars, abundant planets, rare habitable worlds. There are dozens of unexplored planets but AI colony ship moves directly towards a habitable planet? What a lucky guess!!! How come it gi

30 Replies 33,181 Views

[quote who="Neilo" reply="6" id="2076416"] Drop down a difficulty level.[/quote] I could do that but this makes game too easy after colony rush. It is not big deal. I just have to accept the game as it is or stop playing. I just had forgot how the AI works, got frustrated and needed to vent it. [quote who="Neilo" reply="6" id="2076416"] And IIRC the AI does indeed know the location of all the resources in the game but i have never heard of it knowing the location of al

30 Replies 33,181 Views

[quote who="KzintiPatriarch" reply="5" id="2075515"]I think it's the only way they could get the AI to compete if the player has a decent colony rush strategy. [/quote] Sure. I guess this is the pupose of most "cheats", i.e. to make AI more competitive. However, this particular advantage has disproportionate effect on the game.Especially in some settings (like abundant stars, abundant planets, habitable planets rare) [quote who="KzintiPatriarch" reply="5" id="2075515"] O

30 Replies 33,181 Views

I am fed up that AI "knows" the location of nearest habitable planet without scouting. (The same way as it knows the location of nearest resource, nearest anomaly and nearest asteroid field without scouting. However, the last three are not issues for me. The AI does not use the knowledge of location of resources aggressively. As regards the location of nearest anomaly and asteroid field then the human player also has access to the information by automating the survey and mining ships) <p

30 Replies 33,181 Views

Ok, guys. Maybe the tactic is not cheese. (Did not know the exact meaning of cheese) However, I still consider it an exploit that ruins some of the fun but is too good to be ignored. :) Unless the AI is far ahead in tech race I cannot imagine losing fleet battle any more. This sucks considering that I can play only against AI.

32 Replies 29,089 Views

Yes. However, it is hardly a problem. The solution is to build several defense ships each with different type of defense. Before each battle you have to ensure that the fleet includes the appropirate defense ship.For instance, in my current game (the same experimental one - I do not have much time to play) most AIs have mass drivers but one has missiles.I have two defense ships with my attack ships: one with armor and the other with point defense. I rotate the defense ships depending whom I a

32 Replies 29,089 Views

well, having pretty much zero knowledge of how Brad coded the AI, i don't think either of us are in a sound position to do more than speculate. however, it'd seem to me figuring out a simple and mostly effective algorithm for target prioritization wouldn't be nearly as difficult or time consuming as, say, those for planetary development or starbase placement. all i think it'd need to do is use the normal targeting algorithm and then apply a

32 Replies 29,089 Views

Dystopic, being able to prioritize (not speaking of tactical battles) would be a good feature if AI was capable of handling it. Just putting the feature in without some clever AI code (read: lot of development time) would put the poor AI to a further disadvantage. I am calling the fleet tactic cheese for the same reason: AI is not capable of countering it. (At least, in my limited experience it is helpless) I think that 2.0 should twea

32 Replies 29,089 Views

Thanks for feedback guys. You are right - i forgot to add that the heavily armored ship has to have at least one weapon. Also, I should have been more specific. By special modules I meant modules introduced in TA that give a ship or entire fleet attack, defense etc boosts. Support, sensors etc do not seem to have the effect. Also, since I have not tested enough I cannot claim that all new special modules have the effect. Willythemailboy, that was insightful, thanks! Sounds very plaus

32 Replies 29,089 Views

I ran into trouble in my last game (maso difficulty). I had been experimenting with some new strategies (and doing badly) when 4 out of 5 major races declared war on me. In order to survive I was forced to pay some attention to fleet combat in TA :) It seems that the basics are the same than in DA: the defense (armor/point defense/shields) is either not cost-effective if you have low or medium defense (because the whole opposing fleet shoot

32 Replies 29,089 Views

[quote]The Terran leader viewscreen doesn't have animation. It's just a picture.[/quote] It probably has something to do with the new Terran leader portrait that was introduced in TA. No idea how to fix it, though, sorry.

17 Replies 10,005 Views

[quote] + FIXED: Bug that kept the trade route revenue and distance traveled from calculating correctly [/quote] Great news, thanks!

54 Replies 152,940 Views

I do not know about production bonus. AI is supposed to get several bonuses on higher difficulty levels. However, I am fairly certain that AI knows the location of nearest habitable planet without scouting. Whether this should be called "cheating" is another matter. See the last post on this topic: https://forums.galciv2.com/148553/page/3

9 Replies 8,084 Views

Yes, unfortunately this is the way AI handles the information. However, I doubt that it is "timid" by design. I think most would agree that the game would be more challenging (in a good way) if AIs were better at evaluating data. Certainly it would be more interesting than giving AIs large bonuses on higher difficulty levels. The very fact that AI is not better at evaluating data at higher difficulty levels implies that it is not easy to write such code.

32 Replies 33,720 Views

Thanks for all the replays! This has been very interesting read! [quote] 500%+ bonus to everything, or purely free stuff. [/quote] Repeating a point made earlier: I do not think that Draginol meant straightforward bonuses to AI. Consider for instance a very simplistic program that gives computer 1000 0000 bonus to everything so that every single space square in the quadrant is filled with ships that have 10 000 attack, defense and hp. Would you call such program an AI? <br

32 Replies 33,720 Views

I have not noticed much difference except that AI appears to be slower in colonizing planets which need a tech (fine with me). However, I play on medium maps. I am not very fond of colony rush either. On smaller maps with occasional habitable planets and many opponents it is very much luck dependent for human player. Unfortunately the AI seems to know the location of habitable planets without scouting. See my post in this thread: https://forums.galciv2.com/148553/page/3

20 Replies 20,219 Views

Dammit, I forgot a big issue. Instead of beefier starbases I would like to have trade screen that would list all the tehcs in hierarchies (so it could be seen easily what tech is prerequisite etc). Also, make it so that when you buy say laser V, you also have to buy all preceding techs - the current system is messy, it does not make much sense and AI can be easily milked.

274 Replies 735,734 Views

1)Kill the big bugs that affect gameplay, such as "cheating" of automatic ship designer or trade not providing significant income. 2) Constructor management is very tedious - should be automated somehow. 3) Option to disable trading of unique techs 4) Starbases are too weak - they should have much more HPs and better defence. 5) Big one: it is pretty clear now when AI builds less scouts (and later too) that AIs know the location of habitable planets. This has big impact on the d

274 Replies 735,734 Views

This thread is more than a year old but I think it is better to “reincarnate” it rather than to start a new thread. This is a long post: it seems better to err on the side of details then risk misunderstandings. I was satisfied with kryo's answer for long time. It explained nicely Thalan uncanny ability to find habitable planets. However, AIs build much less scouts in ToA (probably because small hulls are not immediately available). I have started a number of ToA games by now (none o

70 Replies 35,130 Views

I have not tired ascension but the game seems easier than DA. The AI is less aggressive than I am used to, even Dregin who are my closest neighbours are rather docile. It may be just this game: I was lucky to get PQ 18 colony.

10 Replies 7,154 Views

Interesting. In my game the Torians failed the colony rush miserably. They only control their home system and one low quality planet. The others control at least twice as many. Maybe they just had very bad starting position. (The home system is in a corner)

116 Replies 170,013 Views