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.
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 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.
But i would say you can t really judge until you play impossible and beyond.
I started a Impossible game. And things are diferent... i haven t been able to say for the best or not.
There s still problems but i can t judge them much ay this stage.
Voydani is still quiet but at least not simply passibe it defend the colonization tries whitin its laylane planets. But that s only that.
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.
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.
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.
Hm i would say I really did feel and focused myself on the IAs weakness after something like 150 hours, so my toughts are relatives. The rest of the game is deep and fun so you don't feel the IAs problem before you get and learn a looooot of things.
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I'll wait it out for a few months after release I suppose. As much as I loved seeing EL grow in the AI department, I'm not all that keen on getting the game early again only to have to wait for major improvements. If these problems are quickly fixed after launch, I'll consider it again.
Indeed I feel the same.EL A.I was terrible at release adding just massive cheats to try and hide lack of development....It took them 6 months to even make the A.I understand that trade routes tend to be good.We will see.
I'll wait it out for a few months after release I suppose. As much as I loved seeing EL grow in the AI department, I'm not all that keen on getting the game early again only to have to wait for major improvements. If these problems are quickly fixed after launch, I'll consider it again.
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.
IAs also avoid every single fight when you get a too strong fleet, in a counter-productive way. 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.
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. 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.
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.
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.
Updated 8 years ago.
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In what way? One of the devs mentioned that they were tweaking the AI to switch up weapons / defences (energy / kinetic) based on the opposing set up. I noticed it was happening in my games too so it's a plus. One thing I did notice is that AI fleets weren't always taking advantage of their available command points. You have to have 10 to unlock the third flotilla and I kept seeing enemy fleets with just 9 CP. They were also made up on 1 CP ships (with maybe 1 medium) so could easily add one more CP for morale bonus.
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.
Personnal toughts. IA looks already intersting to play against. I also noticed that the same faction may have different behaviors, what is for me an extremly good thing. There is still weird things and IA is actually super bad at war. But i am very optimistic about IA quality at the release, and its direction for the future.
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