AI mid-late game strategy

I played a 3v3 today on a LAN vs some Hard AI's.  They almost killed me early-mid game (and could have if it were a human player controlling that massive fleet), but my allies forced them back.  For the next hour or two, they basically collected ships and sat there in the space junk next to my planet.  For some reason, they never attacked, and I'm not sure if it's because they're afraid of a starbase, or they're waiting to counter-attack.  The same thing happened at another space junk in the map, where another Hard AI was just chilling out and not attacking one of my allies.  The AI appears very aggressive early-game, but either broke or is too passive at later stages.

 

Also, is there a way to adjust how often autosaves occur?  We got a few minidumps along the way, and it would've been nice if there was an autosave every 5 minutes or so.

22,369 views 15 replies
Reply #1 Top

Autosave frequency can be adjusted in the settings file.

This file is located at:

Vista:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.setting

XP:
C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\user.setting

Please note these directories may be Hidden by default. To unhide them, go to your Control Panel -> Folder Options -> View and set yourself to view hidden files and folders.

 

:fox:

+1 Loading…
Reply #2 Top

I've noticed the same thing lately. In my last game, I was attacking one of my unfair AI opponents virtually undefended planet, and he had a massive fleet next door, but just continued to sit there while I went through his planets one by one. It just seems that after a certain time, the AI seems to lose his way and either just sits there or shuffles fleets around without any real point

Reply #3 Top

I played a game last night on hard with one allied hard AI, and two teams of 2 hard AI enemies.

 

What I found is that my ally actually got "stuck" like you described. He was really effective for a while, then just sat around in a magnetic cloud not doing anything. The opponents were more willing to attack, but proved really unwilling to attack a Starbase at a Star. So when I plopped one down at every Star, they'd fly through to get from their worlds to mine, and get pulverized on the way, every time. I mean those were tough Starbases (fully upgraded Vasari ones), but they had no fleet support.

Reply #4 Top

wow, +karma for kitkun

 

This AI glitch was in Beta 2.5 BTW.  I don't remember it ever happening in vanilla SSE.

Reply #5 Top

I am so glad you started this forum, because this is something I have thought I was alone on recently..

I have found the same problems in my recent games. Just last night I was playing a perfectly exemplary FFA with me against 3 locked AI unfairs. It was super challenging and fun for the first hour, hour and a half maybe. After that though, particularly once I got my advent starbases up, they just seemed totally incompetent. Where before they were committing fleets taking advantage of pirate attacks that were happening against me, later in the game they seemed only capable of sending in a large fleet to be obliterated. I say large, but really rather insignificant compared to what the COULD have built up to/committed. They seemed most content to send 3/4 fleets into my systems, leaving the rest scattered around their other systems or contending with other opponents. While this does make some sense, for why attempt to take a planet if it will cost you the one on the other side of your empire, it just wasn't logical when you realized the hopelessness of their attacks against FULLY defended advent bases.

Also, I have found that stars are almost NEVER contested. I realize that they don't represent an OBVIOUS advantage in terms of resources or taxable population, but planting a few starbases together at a strategic jump point and souping up one with squads, one with culture, and one with defencive capacity really makes a difference for fleet control. Not only can they not go through the star without loss of hull/antimatter, but they lose out on possibly significant trade income, and a possibly deciding cultural pressure. They always leave these bases alone, regardless of whether or not I have sent a fleet to defend them in their early stages. A human player would never let such an arrogant assertion stand.

On the whole, that AI seems somehow less challenging in Entrenchment than in Vanilla. I can't help but think they still don't 'know' how to deal with an entrenched opponent. Even when watching their conflicts against one another (as an Entrenched, culturally dominant Advent player is likely to do), I can't help but by struck by their insufficiencies. In the last three games against AI computers, none has emerged with an edge over another after a few hours -- they always seem to balance out, or take an hour or two just taking a planet or two from another... for some reason they seem totally unfamiliar with the 'knock-out' blow and the necessity of taking advantage of it before others realize the advantage you have gained at others expense. I love to fortify and defend against awesome onsloughts of offensive assault, so I have been an eager participant in this beta so far. However, I have lately become simply bored with the AI in it, and can't really get excited about the later game... which for all intents and purposes is what I should be building TOWARDS. The game should get more difficult as I go along, and the AI should become more sophisticated. Some should develop edges over others, and in a FFA setting, some should emerge VICTORIOUS over others.. however, I find myself sitting in these games 3 or 4 hours in looking at the first world war being characterized.. badly. Despite the obvious existence of tanks and bombers and all kinds of rediculous offensive weapons (even in Vanilla, sufficient to defeat Entrenchment structures) that should inspire some ATTEMPTS at Blitzkrieg tactics, I am faced with silly British and German WWI-era tactics that seems incapable of moving a meter more without throwing away the lives of thousands in small, uninspired attack after attack.

 

Let's hope for some real creative thinking and wish Stardock the best (as I am sure this is very difficult and complex to develop), but lets not be too kind with our praise in THIS stage of developement -- a great deal of work to create a 'formidable opponent' remains yet.

Best of luck Stardock, and thanks for the effort.

To the victor go the spoils!

Reply #6 Top

I have a game that is 6 hours in so far, and the AI's (medium) aren't showing any sign of stopping kicking my ass. they've  also taken few of my heavily defended planets with fully upgraded combat starbases (two TEC AI's working together), and they seem to be systemically taking my borderworlds.

Or maybe i'm just paranoid, "never trust a computer you can't throw through a window" -someone else.

Reply #7 Top

Ive found this too... Again 3v3 all hard ai, but the ai seems completely determined not to leave his planet and attack me, even when outnumbering me 2:1 (him with ~200 ships against my ~100). I think it might be that he sees a full 'bar', and decides it would be 1:1 and doesnt want those odds. I really dont know though :S

Reply #8 Top

Autosave frequency can be adjusted in the settings file.
This file is located at:

Vista:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.setting

XP:
C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\user.setting

Please note these directories may be Hidden by default. To unhide them, go to your Control Panel -> Folder Options -> View and set yourself to view hidden files and folders.



This is it?

"AutoSaveTickFrequency 900"

Or?

Reply #9 Top

Worst comes to worst, just edit the galaxy files and make it so the AI gets 99999 of each resource.

Reply #10 Top

This is related to this topic, but ive found that once navies build up, the pirates become completely useless, as there fleets never enlarge. Its quite ammusing really! I think a return to the norm sins way of having increasingly large pirate fleets are called for!

Reply #11 Top

Generally speaking, I've noticed much the same with respect to the AI petering out after the first few hours on large maps. Sometimes you get a surprise, though.

I was playing a large random multisystem map (all speeds fast) with unfair AIs as Advent, had maxed techs, and had cleaned up half my original system and was busily demolishing the remaining players in it, when one of the AIs from a different starting system decided to pay a visit. It immediately flew from the star to what I considered (before its attack :D) to be a fairly strong defensive position - a volcanic planet with all 45 tactics point spent. Mines all over the entry phase line area, an Advent starbase with 2 attack, 3 defense, 3 hangars (14 fighters) placed behind a line of 16 beam defenses (2x8 pattern) covering much of the entry area with 3 other hangars (6 fighters, 3 homing mines), 3 repair stations, 1 jump inhibitor, and 1 anti-matter regenerator. All this backed up by a fleet designed to take out torpedo ships quickly and to be generally durable: 22 Destra Crusaders, 17 Domina Subjugators, 7 Iconus Guardians, and 11 Defense Vessels.

The foreign AI from out-system was a TEC, and it brought....

46 Orgovs, 23 Kodiaks, 22 Hosikos, 22 Cobalts, 15 Krosovs, 21 Percherons, 15 Cielos, 31 Javelis, 4 Gardas, 2 Scouts, 1 Kol, 1 Marza

There are times when having your main fleet 5 star systems away feels like an eternity. I really did like the fleet mix the AI came with - it felt sufficiently demoralizing to see it bombarding the planet from the very start with nothing I could sensibly do to stop it as everything I had was thrown against the Orgovs while the rest of the AI fleet whittled down my fleet, and those damn Orgovs took a lot of punishment mixed up with the Hosikos as they were. In the end, there were just too many Orgovs - I'd finally got them down to 20 when the AIs reinforcements arrived.

I wish the AI managed to do something like that more often. :)

 

Reply #12 Top

Wow. Now that sounds like quite the bright AI. Maybe I can be introduced to him sometime? I can honestly say I have yet to see such a formidable opponent. Good to hear it is possible though..

Reply #13 Top

^^ That. I have yet to see some really strong AI. I just played a game where 3 enemies gathered in a space  junk. Max fleet for 2 Vasari and 1 Advent. I just dodged around it with 16 capitol ships and systematically destroyed their planets. They never moved the majority of their fleet, just one or two ships at a time.

Reply #14 Top

One thing in 2.5 is, that the AI can't handle minefields. The AI needs to learn to integrate scouts into the fleet.

ATM it just flies into it and dies. Makes defense a bit too simple.

That was vs a hard AI.

Reply #15 Top

I've always liked the AI in Sins - But at present its not coded to deal with all of the Entrenchment additions yet!  The bits it does get right it does well.

I played a game a while back where the AI surprised me with very tactical playing - and from what I can tell it did not cheat either, (a scout had seen what was at the planet before it's main fleet attacked) in the end I got kicked in. 8C

I got to admit - Stardock and Ironlore could teach a few good lessons in AI programming to other software houses!!