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Another approach is to take it slowly - one modification at a time. Like the one I did in my previous versions:# Version 94* AI tries to kill spore launcher near their bases.It seems like a exceptionally valid approach for fun made mod format when nobody has lots of time to spend on it. It also has a great value since it is naturally easy to understand what AI does wrong in their patterns.
1) AI doesn't protect its bases enough.
2) AI tends to waste their support minerals on by building useless units.Possible Solution: teach AI to build clean units; make Clean Reactor available early and free/cheap for purely defensive units. It would still take an ability slot.
3) AI is poor at handling drones; doesn't know how to use Police well. You can observe it by giving an AI faction a -TALENT debuff, or free Genejacks, and watch it choke as it can't handle the first citizen being a drone, even if a unit inside the base would fix that.
4) AI is very poor at using air units that aren't suicide bombers (rockets). I don't know how to fix that. For some reason they really prefer Interceptors over regular units, even when those have a -50% debuff.
5) AI builds lots of transports and then... makes them just sit there on bases? What is up with that? Pre-thinker AI had some kind of bug that made them build a ridiculous amount of transports they didn't use.
6) AI research is very uneven. They do well in the early game up until tiers 4-5, and then forget to prioritize energy, have nothing to work with as a result, and research a new tech once every 30 years (not helped by them favoring Fundie when they are at war, and they go to war ALL THE TIME). Trying to fix that by lowering techcosts for AIs results in Zakharov getting ridiculous, as his Network Nodes, SE choices and already reduced techcosts make him an outlier that is the only one who can compete with the player. I've read that the code has AI put different priorities on resources at different stages of the game, but I think a focus on energy needs to happen sooner.
Another big one is diplomacy, which induktio has touched upon a while ago. The AI is far too ideological and aggressive. A tiny faction should not declare suicidal vendettas because of social engineering disagreements, nor should a single faction be allowed to soar ahead on the power graph without the others putting aside their differences and forming a coalition.
Clean reactor solution is more of a cheat to make existing AI performing better, not AI enhancement by itself. Plausible solution but it doesn't change situation drastically - doesn't make AI smarter.
Interesting. Cannot say anything on that as I didn't observe it myself. Is this for the first citizen only or for any drones in any base size? Does AI completely ignore drone facilities?
Really? What is this "prefer" percentage in practice?
This is quite a compounded problem and I am not sure the wrong research priorities are even part of it. AI does not change their research priorities!
Quote from: EmpathCrawler on August 11, 2020, 11:59:27 PMAnother big one is diplomacy, which induktio has touched upon a while ago. The AI is far too ideological and aggressive. A tiny faction should not declare suicidal vendettas because of social engineering disagreements, nor should a single faction be allowed to soar ahead on the power graph without the others putting aside their differences and forming a coalition.There is an optimal behavior and there is purposefully imbalanced one to emphasize AI leader personalities. I think it worth keeping SE preferences as is just mix it out with more practical things like comparable military strength as well. Otherwise, if we optimize AI completely we will lost the lore of leader personalities.
(also, I hate the disband mechanics with a passion... after capturing a base its units are assigned to the nearest bases, which could cause one to lose an army without a fight by losing several bases those units were assigned to. They get reassigned to other bases that can't support them, and then disband at the beginning of the turn, without the player's input)