Just a small question. Does AI design units on the fly for itself or just using pre-made ones and that the player has made before?
trigorin
[quote who="Mtrixis" reply="1" id="3068885"]There are some armors with specific type defensive bonuses, but its such a fiddly bit of minutiae, I've never once bothered to compare armor to enemy weapon type, or factored in specific defense bonuses on magic armor into my gearing considerations [/quote] There are three different types of attack (blunt, pierce and a third one) and I saw similar defense types, too. So, they exist in name, but do they play different
I have recently tried out FE beta a bit, and I'm very impressed with it. However I have some questions. 1. I noticed different attack and correspondig defense types, similarly to GalCiv II. Does it really matter now? 2. Were tile bonuses removed from tactical battles? I don't see hint about this info while hovering mouse over a tile. 3. Is this quick battle animation the "normal" really? Thanks in advance for your answers.
Hi, I really suggest that you add a movement range display to the game, a system similar to what can be found in Civilization V. Or you may copy the Civilization IV solution, where a line displays the path planned to the tile mouse being currently over, while numbers on it show the required turns to reach certain points of it (former game uses this method, too). Or at least display the movement cost of tiles while hovering the mouse over them.
[quote who="Wrath89" reply="9" id="3012919"] Quoting sansonnet, reply 8I usually play against hard AI players, and they improve their planets as well. I find AI is not so bad in latest version of Trinity. For those that just bought the game, the AI is "not so bad". Indeed. But good players understand that the AI is, frankly, pretty horrible at strategy and tactics, compared to how a decent player would act.[/quote] That's why I can s
Could you put an option in game setup: "Allow AI to pre-analyse the map" or something similar to this? It would give AI some important informations about the map to level it with human player when playing custom maps, especially hand-made maps. There is a good example from Sins base game: the Gateway map. AI doesn't seem to be aware of that a planet named Gateway should be explored and defended as soon as possible, like human does. This feature would make AI more competitive on trick
I still find it odd a bit. In my recent game AI players (all of them on Intelligent level) are fighting each other long time with nothing but ships being equiped with missile guns. None of AI players use missile defense or try another weapon type.
I understand. However one of GC2's biggest features was its strong and smart AI. In addition, there is a slider on game setup screen to adjust how much CPU power AI should use, but I don't know, whether this feature has a real effect on AI playing. So, it was a bit strange for me that a smart, advanced AI couldn't play but being hooked on different bonuses.
I don't like to see AI players having significant bonuses even on Bright or Intelligent level. They can colonize very quickly, they have more credits and higher approval level in the same time than me while I have to fight a constant negative net income with low approval rate and fewer colonies already at the beginning of the game. I noticed the slider on opponents form in the game setup wizard which sets their ability bonuses +50% (Advanced) in these levels. But when I set the diffi
I noticed this, too. Having strong defence doesn't make your ships "survivable" as more as you would think. Defend values are rolled between 0 and shild max (calculated like mentioned above), so when your opponent has 12 attack and you have 4 defence value, you may get 10-12 damages several times, too. Defences might be calculated in a different way to give it more significance.
Thanks. I thought about it a bit more, and I concluded I should not complain about it, weapons are equivalent, it doesn't matter which weapons AI prefers.
Why do all of AI opponents focus on one weapon type? In my two games (with bright and intelligent AI levels) all of my opponents just built ships with a certain weapon type, mass drivers in firts game and missiles in second one. And none of them wanted to react to my beam weapons. I would expect more variety.
[quote who="Sole Soul" reply="2" id="2999877"] Quoting dnzrx, reply 1It occurs one every approx. 52 turns (I think) I will need to research this a bit. Twice yearly, actually, starting the week after you change government (IIRC). And GC2 years are only 48 weeks, not 52. That's correct, it only matters during the turn before the election, which is rather a shame since it's hardly realistic.[/quote] Twice
[quote who="dnzrx" reply="6" id="2999844"]Speaking of said defenceless ships, I build them early in the game so when I do get weapons tech, I can just upgrade them. Poof: instant military![/quote] I don't think it would be cheaper, but is it faster?
Or a military startbase being placed close to the planet can give some attack values to these ships with appropriate modules on it, but I don't remember seeing any.
Do senate elections occur fixed or random periodically? The latter one would make it more reasonable to keep an approval level high enough during a game, since this value does matter only in the turn of election.
What's the point of building 'defender' ships on planets with zero attack and defend values, what AI sometimes does?
As I see I don't need keep my spies on a civ. So I can reach advanced level on every civs with 4 spies only. Until I have ADVANCED level on a civ I can't see their starbase details. If I double click on one of their starbase, I get a message about that. However if I only select the starbase and then click on info button, the detail window opens. This may be a glitch, I think.
This is why I continuosly request AI improvements. Now AI players can not manipulate their relations because they have no tool to do so since they can offer missions only to human players. The other diplomatic factors are only indicators of actions a player takes in game (military actions, military strength etc.). They usually attack a player having lowest relation towards them. This leads to worst relations which makes the latter one a more potential target. This system is uneff
What I'm missing is the AI ability to offer missions each other with same rules applied by human players . This would force AI planning their relation changes.
[quote]So, can the AIs get on speaking terms with each other yet, otherwise Diplomacy isn't worth playing for a primarily single player person like my self.[/quote] Yarlen mentioned earlier they was going to improve diplomacy part of the game. I hope they will do it soon. I think the new way the AI players place bounty on each other is a big step in the right direction. What I'm missing is [b]the AI ability to offer missions each other with same rules applied by human players[
[quote quoting="post"] AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another. [/quote] Nice to read it. I started a new game yesterday, and I saw bounties placed on AI players by the first biddin
A marginal request for the final patch. Could we get some (4-5) new colored sky boxes just for variety?
Could you post replay?
I might not express myself well. What I miss is the intention from AI actions regarding diplomatic part of the game including placing bounties. They do things only when some numbers directly triggers them to do so, I don't feel any strategy, calculations behind actions like in war management, researching and empire building in which I find AI can perform very well.