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Old January 12th, 2007, 09:42 PM
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Default Re: Balance Mod AI

Quote:
Raapys said:
But wont that ruin long-term AI plans, like attacking other empire's colonies? At least if they're 1-2 systems away.
The last thing you want is the AI to have several turns worth of movement/orders to a target without checking the conditions around it. If attacking that colony is their first priority than they will have an order to move to that planet and attack. On the next turn, they will likely receive the same order since they'll be even closer to the target and it will be an even stronger priority to attack. The only time this will change is if new info is available that says there is another target closer or the planet is now too heavily defended etc. Overall the attack priority will be based on target strength, distance, and perhaps a few other small modifiers and a randomness factor to throw off human players.

Fleets currently are sent on long wayward patrols, but that will be eliminated as well with next update. Instead I'm implementing the scout and patrol design types for frigates which will be instructed to travel to defense and attack systems where they can keep targets in sight range. This will keep the AI's attack locations more consistent from turn to turn, giving fleets a chance to attack if appropriate.
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