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  #541  
Old December 28th, 2006, 01:20 PM

Raapys Raapys is offline
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Default Re: Balance Mod Available for SE:V

Quote:
Now, I am not sure the AI needs to be made more aggressive. I mean it's not 'natural' or 'realistic' to start a war with another race that you've just discovered just for the sake of it.
It's not only about that type of aggresiveness: even when the AI is in war with someone, he'll never really attack. That needs to be sorted out.
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  #542  
Old December 28th, 2006, 02:05 PM
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MisterBenn MisterBenn is offline
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Default Re: Balance Mod Available for SE:V

I agree Raapys. The only attacks I've ever received from the AI players have been when I have colonised within their home system, and they attack to remove my new colonies. Neutral races have done this to me too. I've never seen an AI player send ships against my colonies in a system that only I own.
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  #543  
Old December 28th, 2006, 02:50 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Available for SE:V

The A.I needs to remember what planets other races own so they can attack.I can only remember because I write the details in system notes,the A.I can't.

This can only be fixed by Aarons programming it.I would think this a major priority for the next patch.
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  #544  
Old December 28th, 2006, 02:51 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Available for SE:V

That's because they are not aware of them.
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  #545  
Old December 28th, 2006, 03:15 PM

neofit neofit is offline
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Default Re: Balance Mod Available for SE:V

Quote:
AAshbery76 said:
The A.I needs to remember what planets other races own so they can attack.I can only remember because I write the details in system notes,the A.I can't.

Of course it can. It DOES know where you are whether you want it or not, it has the whole game engine and planets database to find you. The same code that allows you to filter planets in the Alt-P window by your/enemy/allies. Now whether the AI can make good use of this information is another issue.

Quote:
Captain Kwok said:
The AIs will start out with lower percentages in trade, so if you make an effort to keep them happy with your empire, you'll be able to earn more trade income.

I've been meaning to ask this for some time: how do I go about keeping the AI happy? I've been trying to send them general messages just to keep in touch, trying to stay away from their system, but sooner than later they go from amiable to displeased as I grow stronger, they usually drop down two notches as I pass them in the Comparisons window. I can't even imagine how to make an alliance, and if I manage to sucker some into one in the very early game, they should start hating me by turn 100 anyway.
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  #546  
Old December 28th, 2006, 03:37 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Improvements

Quote:
neofit said:Of course it can. It DOES know where you are whether you want it or not, it has the whole game engine and planets database to find you. The same code that allows you to filter planets in the Alt-P window by your/enemy/allies. Now whether the AI can make good use of this information is another issue.
It's planet list works the same as any player - if they don't have current sensor coverage, then it doesn't know who owns the planet. Furthermore, it creates a list of its potential attack locations each turn, and again if it doesn't have current sensor coverage then it forgets the planet as a target.
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  #547  
Old December 28th, 2006, 03:38 PM

mrscrogg mrscrogg is offline
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Default Re: Balance Mod Available for SE:V

Some races should be inheritly more aggresive than others , so where one race would accept a treaty another , brcause of it's xenophillia would accept trade with every intent on breaking it or not accept at all because of it genetic , socialogical makeup
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  #548  
Old December 28th, 2006, 04:03 PM

neofit neofit is offline
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Default Re: Balance Mod Improvements

Quote:
Captain Kwok said:
It's planet list works the same as any player - if they don't have current sensor coverage, then it doesn't know who owns the planet. Furthermore, it creates a list of its potential attack locations each turn, and again if it doesn't have current sensor coverage then it forgets the planet as a target.
You mean it doesn't cheat even a little by lifting the fog of war even on the hardest setting? And then it cannot make plans that span more than one turn? I've always thought it did and was expecting some cunning attacks from him, now I wish I didn't know how it really works .
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  #549  
Old December 28th, 2006, 04:13 PM
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Default Re: Balance Mod Improvements

There's no cheating by the AI.
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  #550  
Old December 28th, 2006, 04:25 PM

Phoenix-D Phoenix-D is offline
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Default Re: Balance Mod Improvements

Unless you give it bonus or mod a cheat, of course. In my case I modded in a high-stealth level free sensor unit, giving the AI permanent vision of any system it enters. I'm working on an event that will spread them through -all- the systems.
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