Playtesting Notes and Questions
I've started testing my MOD's AI today, and I have some questions.
How do other people keep tabs on what the computer is doing? Do you switch on/off AI control (Game Menu button -> Players) every few turns, turn on Omnipresent View, or something else?
As for myself, I started all the players under human control, and went into the ministers screen and turned Complete AI on. This causes some problems, as the computer stills asks for my input.
Some things I've noticed:
If you don't assign a colony type, the AI will pick one itself next turn. For colonies in other systems this works fine, but it seems to always pick Homeworld for colonies in its home system. This often results in low-resource worlds being full of miners, whereas it may have chosen Research Colony for the planet if it had been in another system
The AI seems to design new ships every turn. By the second turn of my test game, it had designed a Kamikaze ship, a Defense ship, a Defense base, etc., despite the fact that it was only building Attack ships. This is the main reason why the AI runs out of ship names, and all this designing makes its turns longer too. MM might want to look at having the AI only design certain ships based on the AI state, or something like that.
__________________
Hail Caesar!
L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
|