ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I think the AI needs still lots of work. I didn't even bother about it because I expected to be lots of changes in the AI department.
I usually play on impossible and I find it not difficult to win. I needs still lots of refinement, I have high hopes for it, as many players consider AI to be crucial in these games.
Out of curiosity how did you win most of your games?
I play on endless. I win the game mainly throw finding a solid weapon early on, through ananomolies and after that I just conquer the home planets of all races.
I'm pretty sure we'll be making balance tweaks till the 11th hour: we're passionate people!
Protip: someone nicknamed Bob cooks perfect carbonara in the AI team (tbh, 10 years after LARPing with Seb, I still remember it ;) )
Slashman wrote:
Super bad at war is a bit discouraging...I'm guessing there will be significant post release work to get it up to par. Which means I'll be taking a "wait and see" approach with this one.
Since the last update we've been focusing on warfare again, so there should already be improvements for release
I'd have to find time to look more closely to the AI. I'm sorry lately I've been distracted by IRL & other games (Attila TW & currently the indie Ghost 1.0 - yayy Metroivania, yayyyyy !! \o/).
There is two situations : instant moves and planified moves.
A] In RPS situations (namely, tactics & ship building & maybe other parts of the AI), is the AI taking into consideration past player moves ?
Like:
* if the player always choose rock (R), then play alway paper (P).
* if the player played RRRRRRRRRRPSPSPS, then choose scisors (S) then P, just looking at the 3-4 last inputs.
* then, by keeping the scores, if the computer is loosing, change algorithm (like total random, or other stuff).
RPS algorithms are easy to find and quite documented.
B] About strategic purposes, does the AI :
- weights its strategic goals (so it doesn't tell "i've got to move here and here, and since i don't which one got the best score, I can't decide").
I think this is reflected in the way the AI keeps its fleet within systems, I'd say, without looking in it with precision, that the AI can't decide to attack because it gives an equal importance to stacking ships & counter-attack (but doesn't go out to counter since the system is blockaded).
Each time it says "I'm stacking but would change to counter attack next turn", then next turn "I would counterattack but the system is blockaded so I'll start stacking". Human answer is "yeah good move, but when are you stoping this ?". A state machine must have permission given by scores for that.
If it used scores & weights, stacking would give points to be able to counterattack efficiently and break blockade so at a moment ships would go out of their hangars.
=> long term goals would have weights too. Bypassing long term would be made by according more weight to a temporary goal and remove that weight after.
Problem of no weights + AI yoyo is a natural flaw of state machines. Goals & weights, weights scores consumed by states, are a classic decision making process to avoid that. You can say those weight are like hit points : "Goal: invade player A = 200 HP" then in the invasion states, conquering one planet would be minus 40 HP to this score, conquering HQ would be minus 100 HP, erasing a fleet would be minus (total of destroyed ship's HP / 100), ... etc.
Once a new long term goal pops with more than remaining player A war's HP, then the AI is changing it's plans to the new goal. But don't forget last plan.
This mecanism is preventing the AI to choose "defense, no, attack, no, defense, no attack" ad nauseam, and keep goals in mind after it fulfils one.
So if AI choosed to attack player A, and in answer the player B helps player A by attacking the AI, the AI may defend against player B if the defense score against player B is high enough (evualuating the score with player's B threat) but don't forget to attack player A after it removed the defense score (or the opposite : finish to attack player A then defend against player B, or, do the two things in parallel if the AI can handle both).
SuperMarloWorld wrote:
Common issues :
The actual IA only strategy is to "swarm" you with small ships. They got a strong timing push when you, as a human player, is making the transition to medium ships, but after that you can simply crush most of the IAs with finger in the noise. I already feedback this on another topic and i am sure dev read it. They was confronted to this kind of problem on EL and they made a great job fixing it.
There were changes to the generation of strategic resources lately which penalised the AI in various ways, but notably preventing them from unlocking better hulls until quite like as the AI wants to secure access to all a hull's necessary resources before unlocking it. I'm actually curious how many here play this way: do you ever source strategics purely from the market and quests? That is, do you ever unlock hulls based on your current stock of resources rather than your production?
Maybe the AI is just bringing just the more possible guns for the cheapest way possible ?
Does she knows about 2x/4x bonus on mid / big turrets ? Does it count only guns total DPS or a (DPS * HP), or a more elaborated score ? Because more HP = more DPS, since a ship can survive longer on the battlefield.
The AI should know efficiencies of 20 dps ships with 10HP is worth than 12dps ships with 30HP.
Are the ships construction costs designed to be, in term of price/efficiency, cheaper the bigger the ship ?
This is "just" (haha) tuning imho.
I also think i would be in better shape had i not put the quite aggressive settings on me. (pirate maxed by Aliens specimen maxed). i ve almost put all that can be put agaisnt the player on and maxed.
So if my feeling is true the AI need really an overhaul.
The AI has issues with pirates? Hmm...
In a previous version of the game (I don't remember if it is late horatio patch or early riftborn, sorry), I saw:
- me as Sophons and AI Cravers in the same constellation
- pirate moving or me destroying pirate blockade with a medium ship and then blockade craver's HQ
- Cravers never trying to break the blockade whatsoever
- then me abusing pirate spawning mecanisms by sending noobships everywhere in the constellation to prevent pirate spawns (I "think" it's working but making assumptions there).
- then 15-20 turns after, by doing this, me bough myselft enough time for building an invasion fleet to attack the craver's HQ.
Some good data here, thanks Though do bear in mind that tweaking and balancing is still ongoing, so this may not be true at release
What I'm really curious about though is whether you unlock new hulls ASAP, regardless of your production of strategic resources, or whether you wait until you've secured a source of the required strategic resources first. I ask because the AI currently will not include a design in its "task force composition" if said design requires any resource that the AI is not yet producing. This prevents the AI from getting into dead-locks trying to build designs that it can't afford, but could also creates situations where the AI does not build craft it can afford (based on stock or the marketplace) simply because it doesn't own a system which produces one of the resources it needs. But this is only a blind-spot when the AI has enough money to buy the required resource from the market or if they have a massive stock of the required resource already. hence my question: how often do you, as players, build craft that you can only afford temporarily thanks to a surplus of dust or resources in stock?
I will unlock new hulls as soon as practical, with consideration to the ratio of expansion to defense.
I will make sure that it doesn't interfere with my expansion, and will try not to expand further than I can defend, but I don't consider my resource stockpiles when deciding whether or not to unlock the tech. I can get the resources through the market or quests, that's not something to be concerned about.
What I'm really curious about though is whether you unlock new hulls ASAP, regardless of your production of strategic resources, or whether you wait until you've secured a source of the required strategic resources first.
To get the technolgy of medium hulls, and to get the needed ressources for it, are two very independant and changing timings. So i work independently on both, without trying to make it coincide. I don't wait to have ressources to go for the tech. I don't wait to have the tech to try to get ressources. I try a lot to get everything i need to build the ships, and i build it asap. The only condtion I give to me to search for medium hulls is to have already a good economy (industry/science/dust), because the investment and the ships are very costly. Most of the time the medium hulls are the 1st T3 tech i search for.
how often do you, as players, build craft that you can only afford temporarily thanks to a surplus of dust or resources in stock?
That's heavily depend of the military pressure i have to endure. If i don't feel safe, i improvise units craft only destined to be as powerfull as possible spending all ressources i have. If i feel safe, i keep the ressources, maybe I will find a good way to use it later.
Also, I most of the time build two versions of the same unit to solve this kind of question :
A coslty version, that need a lot of ressources i produce, and very strong. Those units are destined to be the elites and the main strengh of my army, and i produce it as much as i can.
A cheap and weaker version, that don't need any strategic ressources (or only ressoucres i possess almost infinitly). I produce it when i cannot build more elite units but i still need to increase my military power.
Maybe this is a idea to unlock IA's units production.
I made that everygame in endless legend, and it oppend a lot of cool strategies !
With forgotten, the elites units are mostly invaders lead by the strongest heroes, and the cheap units are raiders, explorers, and sentinels, giving vision in order to open ways for spies.
With wild walkers, elites armies are the main and unbreakable military power, meanwhile cheap units are mostly hunters, destined to die in fight but not without making a lot of damage.
With necrophages, the main horde is destined to captures strongest cities, meanwhile cheap units are super mobiles and can swarm and sack the lands, and capture little towns
Etc !
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I didnt check in the AI tool, but I play on endless and every planet I have conquer was on Level 1.
How to encode the stradegy?
I think the answer gonna simple, but I think if you do a quick interview with the player, which sent you the save game. He/ She will be able to explain his/her goals. I think its important to solve the main Quest of your race and at the first 20 turns or at least set the pace for achieving those.
I might be wrong, but I think there is defentily a solid built order, which will work on every position in the galaxy.
I mainly play united empire. For example I always start with +10 science and +10 Dust building --> Scout with 4 probes --> Settler or the production building you get from the xenology tech.
So my decision tree just starts at turn 7.
To be honest I have no clue about AI develpoment, but I think the Priotiries for the UE for the first 20 turn should be simple.
1. colonize
2. try to solve the main quest 1 and 2 until turn 20.
3. scout
4. if enough ressources avaible go for Settlements Level 2 Science.
I could be totally wrong, but my hypothesis is that for the first 20 turns or mabye just 15, there is no AI needed and I think the gameplay doenst differ to much at those turns even by human players.
I have noticed the AI doenst upgrade there Settlements, they stay at level 1, which is a huge disadvantage.
Wouldnt it be possible to take that into their core priorities? an maybe even buy ressources on the open market!
This is very surprising, upgrading systems and buying the resources have been implemented behaviours for quite some time!
other questions would it be possible to take some save games of succesful players and take like 2-3 core starting startegys for the AI? we humans dont do any different. surely we adjust the early game stradegy, but I think most players have a set of early built orders from which they wont diviate to much?
How do you encode a strategy though? This is a tricky question.
I reckon to do this kind of thing we'd need some DeepMind style state of the art machine learning, and that would lead to highly unpredictable AI behaviour. Generally game developers avoid ML because we want control over the experience. To my knowledge such "ghosting" has only been attempted for the game Killer Instinct which has the advantage of a very limited context (the characters, their positions, their life, the remaining time... and that's about it). I don't see this sort of technology being ready for a 4X for another few years at least. Sorry
I'm not including "ghosts" in racing games because they're just replays
to be honest I think the starting strategy is mostly hardcoded, if you are human player or an AI. As human player you will adapt your starting stradegy over time, but you will find an optimal goal, which you adjust, if outside factors influence the stradegy. Like pirates or not a lot of worlds to colonize.
And I just mean like for the first 15-20 rounds.
Negative for that kind of Approach is: for every patch or update, the starting stradegy has te be reviewed.
I have noticed the AI doenst upgrade there Settlements, they stay at level 1, which is a huge disadvantage.
Wouldnt it be possible to take that into their core priorities? an maybe even buy ressources on the open market!
other questions would it be possible to take some save games of succesful players and take like 2-3 core starting startegys for the AI? we humans dont do any different. surely we adjust the early game stradegy, but I think most players have a set of early built orders from which they wont diviate to much?
While I would be wary of doing this as a hard coded behavior, I do like the idea of AI learning things from human players. For instance, in Fallen Enchantress: Legendary Heroes the AI will actually use your unit designs from past games in their own armies. Having some sort of mechanism in the game where the AI take some cues from successful human players would make things interesting. I just don't know who extensive that system could reasonably be made.
I have noticed the AI doenst upgrade there Settlements, they stay at level 1, which is a huge disadvantage.
Wouldnt it be possible to take that into their core priorities? an maybe even buy ressources on the open market!
other questions would it be possible to take some save games of succesful players and take like 2-3 core starting startegys for the AI? we humans dont do any different. surely we adjust the early game stradegy, but I think most players have a set of early built orders from which they wont diviate to much?
By avoid do you mean retreat? We can look at the retreat heuristics perhaps...
If am not wrong, IA don't engage fight, but retreat if the opponent engage it. I am realising I was not clear at all on this point, because IA don't look to try to avoid stronger enemy fleet "on the map", but refuse fight by retreating.
Hmmm... yeah we don't have any specific fleet-avoidance behaviours, so a weaker AI fleet will currently just ignore strong enemy fleets. However the AI shouldn't send inferior fleets until enemy territory where they will have no hope of fighting someone at their power level.
I'm not sure what you mean by rebooted
I mean they "won" the colonization phase. By "rebooted" i mean they send me back to my system, me and my vainglory, so i have to take what i deserve by force and not by cold ward and settlers anymore I don"t know why i was sure this word mean defeated/repulsed.
Rebuté in French maybe? I get it - military should have an up in the next update, again it's one of the main priorities. Hopefully it'll be enough to keep the AI on par in terms of strength as well as economy.
For these kinds of rare issues only saves are going to help I'm afraid - I can try to guess what the AI is doing but at least 70% of the time these guesses will be wrong.
My bad. I need to get the reflex to save games when i see something very weird.
Yes please sir! We do love saves
NagohShan wrote:
wilbefast wrote:
There were changes to the generation of strategic resources lately which penalised the AI in various ways, but notably preventrf them from unlocking better hulls until quite like as the AI wants to secure access to all a hull's necessary resources before unlocking it. I'm actually curious how many here play this way: do you ever source strategics purely from the market and quests? That is, do you ever unlock hulls based on your current stock of resources rather than your production?
The stronger hulls are just too good, so there's no better use for your strategics at the moment. If I have no access to antimatter or adamantium generation, but I have stockpiles, I'm still going to build the hulls with some upgrades, because a 12 CP flotilla of T2's will wipe a 22 CP flotilla of T1's comfortably. T1 hulls become obsolete for anything other than filling the last CP of a flotilla that isn't divisable by 3. Which is unfortunate.
Three Carriers, a T2, and a T1 feels like the objective best flotilla composition. Earlier Hulls just fall off too hard due to lack of modules and stats. The AI would feel much more difficult if they didn't lose out of Tech obsolescence.
I love that there is progression in the sense that your strategics buy better hulls. Honestly strategics are used better in this game than EL all around, but the earlier hulls are just too weak. If the mutually exclusive upgrade techs for the T1 ships added a strategic cost to the T1s, but upgraded both, and the mutually exclusive choice was if the strategic cost was Titanium or hyperium, that would provide a hook to keep the ships relevant. Pick the Titanium option for a defensive skewed stat boost to the hulls or the Hyperium for more of an aggressive option.
Some good data here, thanks Though do bear in mind that tweaking and balancing is still ongoing, so this may not be true at release
What I'm really curious about though is whether you unlock new hulls ASAP, regardless of your production of strategic resources, or whether you wait until you've secured a source of the required strategic resources first. I ask because the AI currently will not include a design in its "task force composition" if said design requires any resource that the AI is not yet producing. This prevents the AI from getting into dead-locks trying to build designs that it can't afford, but could also creates situations where the AI does not build craft it can afford (based on stock or the marketplace) simply because it doesn't own a system which produces one of the resources it needs. But this is only a blind-spot when the AI has enough money to buy the required resource from the market or if they have a massive stock of the required resource already. hence my question: how often do you, as players, build craft that you can only afford temporarily thanks to a surplus of dust or resources in stock?
Ninakoru wrote:
I think the AI needs still lots of work. I didn't even bother about it because I expected to be lots of changes in the AI department.
I usually play on impossible and I find it not difficult to win. I needs still lots of refinement, I have high hopes for it, as many players consider AI to be crucial in these games.
Out of curiosity how did you win most of your games?
I think AI seems dumb because players will always out-tech their ships. Once AI either pushes to better ships, or teir 1 ships become a threat then the AI will feel smarter because players wouldn't be able to wade through an entire empire's military with a single flotilla.
Yeah, we have a couple of bug reports from QA that we're working on where hulls are concerned - we're aware of the issue.
Buzzkillington1990 wrote:
Bit of an anecdote, but I think the AI is unable to play Vodyani on the lowest difficulty setting.
I was playing a VERY casual game, going for 200+ turns... and the Vodyani had not expanded beyond their Homeworld. Even if it's the absolutely weakest AI setting, that seems silly.
Hmm... Yeah we have regression issues with this weirdos every once and a while - at once stage they would sometimes undock and then just sit there. I'll be sure to included them in all my test-runs from now until release.
Bit of an anecdote, but I think the AI is unable to play Vodyani on the lowest difficulty setting.
I was playing a VERY casual game, going for 200+ turns... and the Vodyani had not expanded beyond their Homeworld. Even if it's the absolutely weakest AI setting, that seems silly.
Same as higher difficulty level for my part (maybe it has changed since last patch). I remove Vodyanis from my IAs games for the moment. I guess it will be fixed at the release. I personnaly hope they will work a lot of vodyanis beaucause they are absolutly wonderful but don"t look finished at all even in humans hands.
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Bit of an anecdote, but I think the AI is unable to play Vodyani on the lowest difficulty setting.
I was playing a VERY casual game, going for 200+ turns... and the Vodyani had not expanded beyond their Homeworld. Even if it's the absolutely weakest AI setting, that seems silly.
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Well I'm a little bit more optimistic about the AI now and hopefully it will just get better from here. Thanks to Wilbefast and everyone else who answered.
Out of curiosity how did you win most of your games?
Most of the time with economic victory, and not going specially for it. Once the trade routes start rolling with some bonuses it goes out of control by itself. Anyways by the time I win I'm usually 1st in most of the scores.
I'm not specially aggressive until I need to expand further or I'm being pressed by a close neighbor. I think I played with all races in impossible saving united empire. Not based on exploits or anything, just trying to take the best decissions all the way.
There were changes to the generation of strategic resources lately which penalised the AI in various ways, but notably preventrf them from unlocking better hulls until quite like as the AI wants to secure access to all a hull's necessary resources before unlocking it. I'm actually curious how many here play this way: do you ever source strategics purely from the market and quests? That is, do you ever unlock hulls based on your current stock of resources rather than your production?
The stronger hulls are just too good, so there's no better use for your strategics at the moment. If I have no access to antimatter or adamantium generation, but I have stockpiles, I'm still going to build the hulls with some upgrades, because a 12 CP flotilla of T2's will wipe a 22 CP flotilla of T1's comfortably. T1 hulls become obsolete for anything other than filling the last CP of a flotilla that isn't divisable by 3. Which is unfortunate.
Three Carriers, a T2, and a T1 feels like the objective best flotilla composition. Earlier Hulls just fall off too hard due to lack of modules and stats. The AI would feel much more difficult if they didn't lose out of Tech obsolescence.
I love that there is progression in the sense that your strategics buy better hulls. Honestly strategics are used better in this game than EL all around, but the earlier hulls are just too weak. If the mutually exclusive upgrade techs for the T1 ships added a strategic cost to the T1s, but upgraded both, and the mutually exclusive choice was if the strategic cost was Titanium or hyperium, that would provide a hook to keep the ships relevant. Pick the Titanium option for a defensive skewed stat boost to the hulls or the Hyperium for more of an aggressive option.
Ninakoru wrote:
I think the AI needs still lots of work. I didn't even bother about it because I expected to be lots of changes in the AI department.
I usually play on impossible and I find it not difficult to win. I needs still lots of refinement, I have high hopes for it, as many players consider AI to be crucial in these games.
Out of curiosity how did you win most of your games?
I think AI seems dumb because players will always out-tech their ships. Once AI either pushes to better ships, or teir 1 ships become a threat then the AI will feel smarter because players wouldn't be able to wade through an entire empire's military with a single flotilla.
There were changes to the generation of strategic resources lately which penalised the AI in various ways, but notably preventing them from unlocking better hulls until quite like as the AI wants to secure access to all a hull's necessary resources before unlocking it. I'm actually curious how many here play this way: do you ever source strategics purely from the market and quests?
Very personnaly, quests are not my priority at all (I like it, but i don"t follow it exept in games i specially created to make the quest and enjoy the story). About strategic ressources, i always want it as much as i can, as early as i can, and i use two ways to get it. My plan A is when i am in a colonization phase, i priorise A LOT the planets with strategic ressources. I prefer this way. My plan B is if i am not satisfied with my amount of strategic ressources, i go for a dust production politic and buy the ressources. When i get strategic ressources for quest, i dont' really change my plan A or my plan B because i am mostly focused on ressources income than my stock (i dont feel safe without an income), but that can boost a lot some timings.
That is, do you ever unlock hulls based on your current stock of resources rather than your production?
Production. Same for weapons.
By avoid do you mean retreat? We can look at the retreat heuristics perhaps...
If am not wrong, IA don't engage fight, but retreat if the opponent engage it. I am realising I was not clear at all on this point, because IA don't look to try to avoid stronger enemy fleet "on the map", but refuse fight by retreating.
I believe Jhell is looking into a specific last resort type mission to pull those ships out before the invasion.
This is nice ! please release :c
Have you identified any specific issues with the AI's military? We noticed they had sub-par equipment recently, for example, which has nothing to do with tactics and everything to do with research.
Nothing very specific and precise. Sorry :C
I'm not sure what you mean by rebooted
I mean they "won" the colonization phase. By "rebooted" i mean they send me back to my system, me and my vainglory, so i have to take what i deserve by force and not by cold ward and settlers anymore I don"t know why i was sure this word mean defeated/repulsed.
For these kinds of rare issues only saves are going to help I'm afraid - I can try to guess what the AI is doing but at least 70% of the time these guesses will be wrong.
My bad. I need to get the reflex to save games when i see something very weird.
Updated 8 years ago.
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So I was wondering how effective the AI is considering that ES2 was built from the ground up taking AI into account?
This was a lesson learned from EL so I'm hopeful for a strong AI even on default difficulty.
The tragedy of ES2's AI is that we told everyone we're taking measures to avoid the issues EL's AI experienced at release. Somehow now the expectations have shifted to it being as good at release as EL's was after years of tweaking, and Thortillas is jumping around saying "I told you so, we should never have said anything about the AI" - it really pains me to see him this happy
Please don't forget that we're making the game and the AI in parallel When the game rules change it creates regression in the AI that needs to be accounted for, and the game has been changing constantly during early access. Things are calming down a little, so we have fewer features to implement and fewer bugs to squash. That said while in an ideal world we'd freeze all gameplay changes a few weeks before release (so we have time to calibrate the AI accordingly) I'm pretty sure we'll be making balance tweaks till the 11th hour: we're passionate people!
We plan to ship with a very decent AI, and we're confident that we will - we're not talking AlphaGo here, but certainly it will wipe the floor with what EL had at release
Slashman wrote:
Super bad at war is a bit discouraging...I'm guessing there will be significant post release work to get it up to par. Which means I'll be taking a "wait and see" approach with this one.
Since the last update we've been focusing on warfare again, so there should already be improvements for release
Ashbery76 wrote:
I hope the A.I understands the game mechanics.It took a fair while before the EL A.I.
The plan is for the AI to use all the game systems at release, yes. The last few things we have to implement on that front are the alliances, laws and government choices and, of course, the G2G faction's special rules. When all that is done we'll be able to knuckle down and do some tweaking.
SuperMarloWorld wrote:
Common issues :
The actual IA only strategy is to "swarm" you with small ships. They got a strong timing push when you, as a human player, is making the transition to medium ships, but after that you can simply crush most of the IAs with finger in the noise. I already feedback this on another topic and i am sure dev read it. They was confronted to this kind of problem on EL and they made a great job fixing it.
There were changes to the generation of strategic resources lately which penalised the AI in various ways, but notably preventing them from unlocking better hulls until quite like as the AI wants to secure access to all a hull's necessary resources before unlocking it. I'm actually curious how many here play this way: do you ever source strategics purely from the market and quests? That is, do you ever unlock hulls based on your current stock of resources rather than your production?
IAs also avoid every single fight when you get a too strong fleet, in a counter-productive way.
By avoid do you mean retreat? We can look at the retreat heuristics perhaps...
In the end they hide their fleets in their system's hangars and the hidden fleet are destroyed when you capture a system. So instead of weaken human's armies by '(forced) sacrifice, they lost their ships for free. They loose any single chance to defeat you.
I believe Jhell is looking into a specific last resort type mission to pull those ships out before the invasion.
edit : they are not able to predict and defend themselves against miltiary rush. I tryed to rush impossible IAs this was always super easy, as sophons, cravers, and vodyanis. If they are too much near of you, you can slaughter them with a decent military build.
Have you identified any specific issues with the AI's military? We noticed they had sub-par equipment recently, for example, which has nothing to do with tactics and everything to do with research.
They put a lot of energy in contest your territory and your outposts. Most of the time in impossible they win at this phase, but forget the fact that your natural reaction after getting rebooted is to go for war, and they don't build enough armies in time.
I'm not sure what you mean by rebooted
More rares issues :
I got a very weird problem that an IA didnt capture one of my system with 0 manpower remaining during a war. Sometime IAs do some strange things like that. Looks like they don"t know everytime when they can capture a system or not.
We're waiting on a final pass on the invasion plays before doing a retake on the AI's choice of when and how to conduct ground battles: there have been a lot of changes in the gameplay since last we rewrote it.
Also i have seen them sometime make a lot of weird mooves on the map. During a war i have seen enemy armies going everywhere but where they needed to attack and defend... IA was probably confused because i was attacking many systems at the same time.
For these kinds of rare issues only saves are going to help I'm afraid - I can try to guess what the AI is doing but at least 70% of the time these guesses will be wrong.
Slaunyeh wrote:
There are still stupid stuff like peacefull AI for Cravers.
Sophon reamins the greatest threat as it colonize aggressively and seem to be the only one, which should happens with horacios, but i don t haven t met them yet in this game, assuming the RNG has put one of them.
I'm surprised you've noticed peaceful Cravers, their attitude graph should be them in a hostile state with just about everyone! Do you have a save?
Also no matter which difficulty you are on AI is totally unable to create alliance by itself... so create alliance and win the game... Or AI works doing alliance itself, or remove alliance in single player game.
Not implemented yet, but it will be
I also think i would be in better shape had i not put the quite aggressive settings on me. (pirate maxed by Aliens specimen maxed). i ve almost put all that can be put agaisnt the player on and maxed.
So if my feeling is true the AI need really an overhaul.
The AI has issues with pirates? Hmm...
Ninakoru wrote:
I think the AI needs still lots of work. I didn't even bother about it because I expected to be lots of changes in the AI department.
I usually play on impossible and I find it not difficult to win. I needs still lots of refinement, I have high hopes for it, as many players consider AI to be crucial in these games.
Out of curiosity how did you win most of your games?
Slaunyeh wrote:
Even on high dificulty AI will only bother you IF you are way weaker than it.
Ai is unable to form alliance
Ai is unable to vulture you or another AI(when you start crumbling under an assault, no Other Ai try to take some piece of you.)
haven t seen Alliance AI defend you. (maybe not needed in my games.) It seem logical as Diplomacy is... quite restrictive.
Yep, as I mentioned we've not implemented alliances yet, it's coming. As the the vulture type behaviour: isn't that the same thing as bothering you when you are weaker than it? Maybe it should just bother you more?
I was also referringto the Strategic aspect of the game.
But i agree with you.
Update.
I finished my impossible game.
diference in AI.
It build bigger ships.
It builds more ships
It tries unsuccefully to find ship build to counter your ship config
period.
Nothing new in this galaxy.
What i noted as far as AI goes:
Passive AI,
defensive AI
Expansive AI
Even on high dificulty AI will only bother you IF you are way weaker than it.
Ai is unable to form alliance
Ai is unable to vulture you or another AI(when you start crumbling under an assault, no Other Ai try to take some piece of you.)
haven t seen Alliance AI defend you. (maybe not needed in my games.) It seem logical as Diplomacy is... quite restrictive.
Sorry if I didn't fully understand what you meant. But thanks for the update. And sadly yes...that seems kinda meh for AI efforts. Looks like I'll be putting this on hold for a while.
But i would say you can t really judge until you play impossible and beyond.
I'd say that's highly inaccurate. When you move to the point where the AI is getting massive bonuses and thus have to do very little to maintain their economy, you have ceased to really play against the AI and are palyin against bonuses. Unless the AI behaves significantly differently at higher levels algorithmically, then you can certainly judge when playing at lower levels.
I never had to play EL or ES1 at impossible to find out where AI weakness is...quite the opposite.
I was also referringto the Strategic aspect of the game.
But i agree with you.
Update.
I finished my impossible game.
diference in AI.
It build bigger ships.
It builds more ships
It tries unsuccefully to find ship build to counter your ship config
period.
Nothing new in this galaxy.
What i noted as far as AI goes:
Passive AI,
defensive AI
Expansive AI
Even on high dificulty AI will only bother you IF you are way weaker than it.
Ai is unable to form alliance
Ai is unable to vulture you or another AI(when you start crumbling under an assault, no Other Ai try to take some piece of you.)
haven t seen Alliance AI defend you. (maybe not needed in my games.) It seem logical as Diplomacy is... quite restrictive.
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