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April 27th, 2004, 08:36 PM
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Corporal
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SEII AI
Just wondering if anyone else as noticed this or thought of it. Back in my naive days of gaming I played SEII often and noticed how the AI would build battlestations and such at the warp points as a defense. It'd get to the point where taking each warp point could mean a major offensive, not to mention holding the system after. But ever since SEIII and onwards I haven't seen any AI do this. I'm just wondering if anyone has either seen an AI do this sort of thing (not with mines or sats mind you) or knows of a way that such a tactic could be implemented into a races AI.
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April 27th, 2004, 09:10 PM
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Shrapnel Fanatic
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Re: SEII AI
SE2 AI did not have to be able to adapt to radically different data files, so more time could be spent optimizing it for the single set of data possible in SE2. Unfortunately, Aaron Hall is not the best of AI programmers... 
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April 27th, 2004, 09:21 PM
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Corporal
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Re: SEII AI
Quote:
Originally posted by Imperator Fyron:
SE2 AI did not have to be able to adapt to radically different data files, so more time could be spent optimizing it for the single set of data possible in SE2. Unfortunately, Aaron Hall is not the best of AI programmers...
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Yeah, having vastly different races/mods could make it hard to do. Still it'd be rather nice if the AI put more focus on defending warp points with something more then just mines or sats, making the choke points more strategic I guess.
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"They are a dying people. We should let them pass."
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April 27th, 2004, 11:34 PM
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National Security Advisor
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Re: SEII AI
The "Neutral" AI will put fleets on its warp points, but it only has one system to defend.
In stock SE4, it's usually a really bad idea to invest in battle stations at warp points, because they cost so much to maintain, and there are usually ways around them anyway.
Of course, a mod could give them a much better maintenance reduction so they would be practical, at which point it would be great to have an AI option to tell it to build battlestations at warp points.
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April 28th, 2004, 12:40 AM
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Shrapnel Fanatic
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Re: SEII AI
SJmod is good for that. The hardest part is getting that mobile construction ship to the site... minimum size 1000kt, and they're dang slow at that size.
And with the cubic increase in build time relative to hull size, they take a serious investment.
Repairs are also difficult, especially with the large size of a base, and the repair system physics.
However, with a maintenance cost of 1/4 to 1/6 of a ship, they're quite doable.
Another concern is the fact that the enemy could just set a don't get hurt strategy, and escape from your bases. They'll take some losses, but not too much unless you have ships and fighters to chase them down with.
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April 28th, 2004, 01:06 AM
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General
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Re: SEII AI
Ah, this thread brings back memories....in fact, I think I'll go play a game of SE 2!! Too bad I can't order the full Version anymore  . I should have when I still had the chance. 
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