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November 29th, 2007, 02:54 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Balance Mod
Something I am noticing in a 1.11 game I am playing: The AI does not check if an 'attack fleet' has any ARMED SHIPS in it or not before using the fleet to attack. I keep getting attacked by groups of support ships with no combatants. As soon as combat starts it's a race to the retreat boundary between my ships and the fleeing unarmed support ships. Surely there is a way for the AI to verify that a fleet is armed before using it to attack? Else, how can it assess if a fleet is damaged and needs to be reinforced? Or even if a newly assembled fleet is ready to go attack someone?
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November 29th, 2007, 03:44 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
I've added a condition where if the fleet doesn't have more than 50% combat ships, it won't be active.
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November 30th, 2007, 07:00 AM
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Colonel
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Re: Balance Mod
That is a important improvement.
Did you change anything about attack location evaluation and the orders for fleets to attack them? That is still number 1 weakness of the AI IMO. Especially if there is only one enemy (AI team mode) and the enemy systems are more distant, the AI is completely defensive.
Another point is the apparent inability of the AI to remember that a warp point is heavily defended: the AI will send one lonely scout/transport ship/colonizer after the other in a suicide mission.
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November 30th, 2007, 11:15 AM
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National Security Advisor
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Re: Balance Mod
I re-did all the fleet orders regarding attacking and defending. All attack locations are sorted by priority level of the enemy and proximity to the AI's empire. There's a cap on the number of systems to consider for attacking as well, mainly to keep the attack focused. I also removed any stipulations that required the AI to be in an attack state before launching attacks. The attack state designation is now really just used for skewing the types of vehicles the AI will construct.
AIs will also designate fleets as attack or defense fleets. The composition of each fleet will differ slightly, with attack fleets utilizing troop transports and supply ships etc, where defense fleets don't. All fleet types can be used for defending or attacking nearby enemies, but only attack fleets will venture out to attack targets outside the AI's colony systems. They are also set to randomly probe warp points to enemy systems from time to time. Activated defense fleets when not busy defending will either hold in designated defense systems or train. The ratio of attack to defense fleets will vary depending on the type of AI.
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November 30th, 2007, 01:10 PM
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Private
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Join Date: Sep 2002
Location: North Wales
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Re: Balance Mod
Kwok
Thats an excellant enhancement, wots the ETA... soon i hope ;-)
Drew
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November 30th, 2007, 01:59 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Balance Mod
Hey, CK, have you made any updates to the supply/ordnance storage of planets since 1.09?
I'm sitting here in the Celeb game with one of my smaller fleets asking for 200k supplies, and an entire planet with a maximum capacity of 8k supplies.
I suggest having resupply depots increase the planet's supply and ordnance storage space by 50k or so. That way they should be able to store up at least a year's worth of supply production instead of just one or two turns.
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November 30th, 2007, 02:25 PM
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National Security Advisor
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Re: Balance Mod
I did boost it a bit to 5 supply/ordnance per kT of colony in v1.10, but I'm fairly certain I neglected to make that change in the v1.09 PBW patch based on the 8K value you mentioned. Oops.
It does seem quite low still, I think I'll kick it up to 25 supply/ordnance per kT and bump up the cargo facility to provide 25K base, and 50K maximum.
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November 30th, 2007, 02:36 PM
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National Security Advisor
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Re: Balance Mod
I decided that I'd match up the supply and ordnance storage capacity to the same ratio as it exists in storage components. That is 25:10 supplies to ordnance. I'll also match up production to this same rate.
Each Cargo Facility will provide a base of 25000 supply storage and 10000 ordnance storage, up to a max of 50000 supply and 20000 ordnance.
The new numbers for v1.12:
Code:
Breathable:
Pop Facil Cargo Supply Ord
Tiny 500 5000 5000 125000 50000
Small 1000 10000 10000 250000 100000
Medium 2500 15000 15000 375000 150000
Large 5000 20000 20000 500000 200000
Huge 10000 25000 25000 625000 250000
Ring 25000 100000 100000 2500000 1000000
Sphere 50000 200000 200000 5000000 2000000
Domed:
Pop Facil Cargo Supply Ord
Tiny 100 1000 1000 25000 10000
Small 200 2000 2000 50000 20000
Medium 500 3000 3000 75000 30000
Large 1000 4000 4000 100000 4000
Huge 2000 5000 5000 125000 50000
Ring 5000 20000 20000 500000 200000
Sphere 10000 40000 40000 1000000 400000
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November 30th, 2007, 03:17 PM
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Colonel
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Re: Balance Mod
Sounds really great Kwok.
I hope you will soon be able to release the new BM version.
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November 30th, 2007, 03:21 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Balance Mod
Hopefully that's just a typo in your post;
large domed seems to be missing a zero
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