Please fix th AI or nerf the marza missle barrage

Hello...

 

iam not sure if iam the only one. But i play the game with friends against multiple AIs.

 

But we cant play the TEC because of the Misslebarrage of the marza. The AI dont know that they have to stop the misslebarrage at all cost. So we can play with 2 players against 10 AIs without a problem. We only need 2 marzas at lvl six... And thats no problem if you go for a starbase at first, because the ai dont know how to fight starbases very well.

 

If u see 200+ spaceships exploding, it feels like cheating..

 

This is since Entrenchment and i hope that there will be a fix. I hope for the AI.

 

As i have never seen an lvl 6 marza as an opponent: how do i stop misslebarrage as a vasari ?

 

greets.

7,362 views 11 replies
Reply #1 Top

MB can be countered by the Vasari through the Kortul's Disruptive Strikes or the Antorak's Phase Out Hull.

Reply #2 Top

MB can be countered by the Vasari through the Kortul's Disruptive Strikes or the Antorak's Phase Out Hull.

Please fix th AI

 

:fox:

Reply #3 Top

Simple answer to this is dont use MB right now. And if your tired of the AI not understanding SB, dont use them also. Same thing can be said about Superweapons. Handycaping yourself is best way to get the most fun out the current AI.
Try a game where you dont build any LRF or HC. Or no SC. Only 2 caps. Etc etc.

 

There are new lvl of AI in Diplo and Im assuming the AI will get better across all lvls also, but till relase of Diplo, use above to make it intersting.

Reply #4 Top

Couple of us been pushing the devs to do something about Missile Barrage and AI not building superweapons, and haven't been told to STFU yet. Hopefully there's still time for the Diplo release to plug in some of these AI holes.

Reply #5 Top

That and making sure that the AI attacks starbases correctly, meaning either with lots of bombers, or else well-coordinated abilities. Suiciding fleets on starbases has got to stop. That and building a ton of siege frigates, and building destructors, and then proceeding to suicide them. And of course there's the lack of any intelligent capital ship choices (completely random). And there's... the list goes on and on...

Reply #6 Top

Yeah, the list is fairly long and I doubt they can do everything, but to me the main holes that should be plugged:

- AI needs to build superweapons.
- AI needs to be able to interrupt channeling capital ship abilities (like Missile Barrage)
- AI needs to be able to use capital ship ultimates (they can now if auto-cast is turned on but since all ultimates are defaulted to off the AI never uses them).
- AI needs to upgrade its starbases with abilities. Right now it's just weapons/armor and sometimes fighters. Never going to fight a Transcendia with Meteor or Argonev with Final Protocol :(

 

Positioning starbases and attack behavior is very touchy. The AI used to be a lot better about when it attacked and when it ran, but a lot of people were complaining that they weren't getting flashy battles so the retreat threshold was changed and now they'll happily suicide a fleet on a starbase. Some of this kind of thing I wouldn't expect to be perfected, but some improvements are better than none. :)

Reply #7 Top

Quoting Annatar11, reply 4
Couple of us been pushing the devs to do something about Missile Barrage and AI not building superweapons, and haven't been told to STFU yet. Hopefully there's still time for the Diplo release to plug in some of these AI holes.

Indeed, the AI is the main thing that lets SoaSE down considering its usually played by groups of friends against alot of AI's and seriously a single human being able to solo up to 9 of the currently most difficult AI is somewhat stupid it shouldnt be possible to be able to out muscle 9 other races that are potentially equally as powerful as you.

Reply #8 Top

Quoting Annatar11, reply 6
Yeah, the list is fairly long and I doubt they can do everything, but to me the main holes that should be plugged:

- AI needs to build superweapons.
- AI needs to be able to interrupt channeling capital ship abilities (like Missile Barrage)
- AI needs to be able to use capital ship ultimates (they can now if auto-cast is turned on but since all ultimates are defaulted to off the AI never uses them).
- AI needs to upgrade its starbases with abilities. Right now it's just weapons/armor and sometimes fighters. Never going to fight a Transcendia with Meteor or Argonev with Final Protocol

 

Positioning starbases and attack behavior is very touchy. The AI used to be a lot better about when it attacked and when it ran, but a lot of people were complaining that they weren't getting flashy battles so the retreat threshold was changed and now they'll happily suicide a fleet on a starbase. Some of this kind of thing I wouldn't expect to be perfected, but some improvements are better than none.

Amen

Reply #9 Top

The Galciv2 beta had a sucky AI, too.  Any schmoe could take on Suicidal AI and win with little more than being spooked at how far ahead in tech the AI got.   Don't worry, it got better with the release.  And better still with the patches.  It never did end up quite up to snuff, but hey--AI is hard to code.  People write their PhD dissertations on this stuff.

Reply #10 Top

Add the AI needs to add Repair Bays, Fighter bays, etc next to Starbase.

Reply #11 Top

i'm not a coder, so i can't say, but it seems not all of this has to be ai code, why can't they simply have scripts in the game.constants or whatever file add starbases with xx abilities turned on and have a placement value that puts sb's next to repair bays and defense platforms?

(i edited this a bit, because i know you or me can sit down right now and make two versions of an ability. Why do that? Because what if we want the bad guys, you know the pirates or the militia or even really the other ai to have something we don't, like say domination turned on for the small groups of militia to make them badder and harder to clear out the planets, instead of just rolling over them, even in early game and feeling like there not really there for anything more than just giving me more points. Or fleetbeacon calling in extra ships for either militia or pirates, or giving the militia or pirates or ai that i'm fighting more credits or more metal or crystal? Right now that can be done by making two or more versions of abilities, or small changes to the gameplay.constants file. And copying that particular file into Entrenchment or Even Diplomacy is fine, as long as its the right version. So what i'm saying is this is doable. Some of it doable by very small things that modders can do.

The Devs of course have the whole ai thing to worry about, but a tweak to make it more flashy and now have suicidal fleets against sb's could be fixed by moving that same tweak a little back in the original direction.)  Anyway, just wanted to add that.)

:)

 

the individual scripts, or embedded code that says check this then do that i can certainly imagine getting complicated, but it doesn't seem to me that all of it has to be embedded in the ai. Let the setup or the random configure file do some of the heavy lifting to take it off the ai, and get the ai back to if i have 5 ships and you have 3 then fight, or if i have 5 ships and you have 10 then fight, but when i lose 5 ships, run.

like i said, im not a coder, but it seems to me, that some of this doesnt have to necessarily be complicated. Look at how much the modders have done just with tweaking values and changing abilities around.  :)  Some of the mods are pretty amazing stuff.

Of course this is all my rather over simplified guess as to how to start fixing some of these things. But im not a dev, and if i had to write code then i'd fall on my face.

But again, just my two cents,  :)

-Teal