.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Stellar Manipulation (http://forum.shrapnelgames.com/showthread.php?t=4844)

geoschmo December 28th, 2001 09:07 PM

Re: Stellar Manipulation
 
Yep, AI's don't typically Last long in PBW games. Pretty much they just serve as buffers between the players, and easy ways to pick up tech and planets when they inevitably surrender.

A lot of PBW games don't even bother with AI players. If they do the real game doesn't really start till they are gone. At least in my experience.

And I didn't mean bad in the literal sense. It's just a game after all. The best PBW games are the ones that start to feel like a story after a while. And every story needs villans. http://forum.shrapnelgames.com/images/icons/icon7.gif

Geo

Q December 28th, 2001 09:10 PM

Re: Stellar Manipulation
 
Interesting points of view.
Due to my time limitation I play against AI and I always thought to destroy planets or entire systems is not a useful strategy against the AI. Because in the time and with the resources that are needed to build these stellar manipulation ships I could build troop transports, troops and conventional attack ships and conquer these systems and planets, which allows me to expand much faster. But I always supposed the stellar manipulation might be very valuable against human players!
However you have one important advantage pointed out: the buffer system. If a system is completely destroyed it can't be colonized of course. This will prevent the AI to claim the next system - which is yours - and therefore he will not attack this system.

Argh December 28th, 2001 09:17 PM

Re: Stellar Manipulation
 
Hrmm. I think I'll blow up every system surrounding my "core"- a group that represents my principal resources, etc. . . and see if I *ever* see an AI player show up. Interesting point there, I didn't know that the AI wasn't able to think about an area. . . I noticed it was overly preoccupied with individual systems(although it's not as flawed as MOOII's AI, which could be tricked into attacking the same system over and over again).

Baron Munchausen December 29th, 2001 01:23 AM

Re: Stellar Manipulation
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Argh:
Hrmm. I think I'll blow up every system surrounding my "core"- a group that represents my principal resources, etc. . . and see if I *ever* see an AI player show up. Interesting point there, I didn't know that the AI wasn't able to think about an area. . . I noticed it was overly preoccupied with individual systems(although it's not as flawed as MOOII's AI, which could be tricked into attacking the same system over and over again).<hr></blockquote>

One of the funniest tricks in MOO II was possible with telepaths. Send a cruiser to take a planet, and it's not too difficult early in the game for a cruiser or two to do this, then the AI sends a fleet to take it back. Before it arrives GIVE the planet to another AI you want to get the first AI into a war with. Fleet arrives to 'take back' the planet -- instant war between the two AIs. http://forum.shrapnelgames.com/images/icons/icon7.gif

Saxon January 2nd, 2002 12:49 PM

Re: Stellar Manipulation
 
Geoschmo,

Just checking. When you say the strategy of “fleeting with supply ships”, do you mean building the big ugly ships that do nothing except carry supplies and solar panels? These then get added to your fighting fleets to provide the supplies.

Basically, I am fishing for a new strategy and was wondering if you had something special up your sleeve.

Too bad I am 8-10 time zones ahead of you, I also worked New Year’s Eve and would have loved to knock out twenty or so turns. That is always the worst bit of a game and to get over it I have had to arrange get out of bed early while my friends back home stay up late. Somehow, they never want to get up early and let me stay late…

Mephisto January 2nd, 2002 05:47 PM

Re: Stellar Manipulation
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:
It's something the AI doesn't seem to be able to handle.<hr></blockquote>

Wait for the SE4G TDM-Races. http://forum.shrapnelgames.com/images/icons/icon7.gif

Gryphin January 2nd, 2002 09:47 PM

Re: Stellar Manipulation
 
Another strategy for the "Fleet Oilier" is to keep one or two at Re-supply Depots on the periphery of your empire. Their purpose is to go out to meet incoming ships that have "over extended themselves", (not that I ever make that mistake).

Gimboid January 3rd, 2002 02:16 AM

Re: Stellar Manipulation
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Saxon:
Just checking. When you say the strategy of “fleeting with supply ships”, do you mean building the big ugly ships that do nothing except carry supplies and solar panels? These then get added to your fighting fleets to provide the supplies.
<hr></blockquote>

I am certain Geo meant supply ships of the sort you mention, they become an absolute neccesity when distance is involved, and also because attacking a fleet or planet uses up supplies thru weapons fire, so unless you want your fleet to become sitting ducks in the middle of enemy territory you need to resupply them somehow.

geoschmo January 3rd, 2002 02:21 AM

Re: Stellar Manipulation
 
Yep, you got it. Nothing fancy involved. Even in a low tech part of the game it's easy enough to build a couple ships with all supply bays and include them in your fleets. It greatly extends the distance your attack fleets can roam, and they are cheap to build.

It's something the AI doesn't seem to be able to handle.

Geoschmo


All times are GMT -4. The time now is 07:14 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.