AI tweaks for Rebellion

 Please, please, please with a cherry on top, do not let a AI Titan fire its BFG at a mere scout frigate. o_O

With that out of way, this thread id dedicated towards ways the AI scripts can be tweaked for Rebellion.

  • Void Targets:  Liek above, certain ships and abilities must not be used on certain targets as it is waste and can lose the battle at the start of the game.  A good example is AI Kols should fire their GRG at fresh targets to take advantage of the low shield mitagtions and not at frigates that are severely damaged.
  • Favored Capitals:  Since the first captial ship are free, the AI should treat theirs more carefully by reducing their threat rating so that they will retreat if they lose too many of their support frigates or become moderately damaged instead of being wrecked in a single cap vs cap fight.
  • Battleships and Support Capital ships:  These must not be first choices since they do not have useful fleet healing or wrecking abilities that the current Cololizers, Dreadnoughts and Carriers have.  Battleships should be shifted forward as the third or fourth choice so that the AI can spend money on crew training and use them as frontline units.  Support ships should shifted towards fourth and above choices. 
  • Less Starbases, please.  They are too expensive just to plop them everywhere without adequate support.
  • The AI needs an retreat script because I see the AI losing too many ships and wasting money to purchase newer ships.
  • I am going to be hated for this but with the introduction of starbases, there should be an option for certain players to have the vanilla SINS retreatng fleet return since its ridiculous watching the AI send cap after cap to their deaths.

Post more later since I'm out of time ATM.

19,533 views 32 replies
Reply #1 Top

The AI needs an retreat script because I see the AI losing too many ships and wasting money to purchase newer ships.

Why not just play against human opponents on Ironclad Online?  Sadly, the AI will never be capable of strategic thought and will always have one hand tied behind its back.

Reply #2 Top

Above all else, make the AI keep its distance from starbases.

Reply #3 Top

If the AI keeps its distance from the SB, people will complain about that aswell.
They need to open up the possebility to mod the AI ourselves. I would love to do that. Having A.L.I.C.E. in the game would be fun ^^

Reply #4 Top

Yeah, odds are we will never open up the AI to modding. It would be a huge amount of work and not easy.  8C

Reply #5 Top

Quoting Yarlen, reply 4
Yeah, odds are we will never open up the AI to modding. It would be a huge amount of work and not easy. 

Any chance of allowing auto-download for Galaxy-Forge-made maps?

I'd love to hear more details about what Impulse Reactor will bring to online multiplayer.

Reply #6 Top

Nice thread hijack :P

Reply #7 Top

To be honest, better movement algorithm is always welcome. Instead of running into buildings and turning have the ships find out where buildings are and avoid more smoothly

Reply #8 Top

Quoting Yarlen, reply 4
Yeah, odds are we will never open up the AI to modding. It would be a huge amount of work and not easy. 

Really? Theres no easy way to simply augment the AI with scripts for a particular scenario or something?

Reply #9 Top

Quoting Annatar11, reply 6
Nice thread hijack

Me bad.  I wasn't even thinking about the subject of the thread.  I just saw a chance to ask a question where a Stardock honcho might read it and respond.  Maybe I could bug them on IRC and get more answers.

Reply #10 Top

Maybe I could bug them on IRC and get more answers.

Probably; there's not a whole lot of developer activity on the forums.

I'm crossing my fingers on this one; map and mod transfer would breath a lot of life and variety into Sins multiplayer.  It would also be a great opportunity for the modding community to share their work.

Reply #11 Top

Map and mod transfer:  Not sure yet, but possibly.  If we can leverage Impulse::Reactor to make it happen, we will. ;)

Reply #12 Top

Quoting DirtySanchezz, reply 1

The AI needs an retreat script because I see the AI losing too many ships and wasting money to purchase newer ships.


Why not just play against human opponents on Ironclad Online?  Sadly, the AI will never be capable of strategic thought and will always have one hand tied behind its back.

Sometimes, life is not fair.

Reply #13 Top

If yall make the maps/mods work just like elemental I think that would about perfect.

 

They dont auto download but there is an option in the menu to open up the 'library' of stuff. There everything anyone has submittied as far as I know...is in one place. All maps, mods. etc etc.

 

Thats all SINS needs a single dedicated place thats easy to reach ingame to download addtional maps and mods.

Reply #14 Top

Quoting Yarlen, reply 11
Map and mod transfer:  Not sure yet, but possibly.  If we can leverage Impulse::Reactor to make it happen, we will.

How about some sort of system where people submit maps to Ironclad or Stardock for approval.  If approved (not a virus, minimum quality threshhold) then they are placed in a map database.  When someone hosts a game with a database map and someone else doesn't have it, then Reactor would send it to them.  I'm sure it would be a lot of work, but it would be a great feature.

Reply #15 Top

Quoting CoBBQ, reply 12
Sometimes, life is not fair.

It's not an issue of fairness.  It's an issue of, "Would I prefer a real opponent?"  There's nothing wrong with playing against AI or against other people, but you get the satisfaction and experience you "play" for.

Reply #16 Top

Quoting DirtySanchezz, reply 15



Quoting CoBBQ,
reply 12
Sometimes, life is not fair.


It's not an issue of fairness.  It's an issue of, "Would I prefer a real opponent?"  There's nothing wrong with playing against AI or against other people, but you get the satisfaction and experience you "play" for.

I meant that real life commitments prevents me from playing online when players are actually online.

Reply #17 Top

Quoting CoBBQ, reply 16
I meant that real life commitments prevents me from playing online when players are actually online.

Yeah, that sucks.  It's too bad the game never took off for online multiplayer.  It deserves to have at least 200 people on 24/7.

Reply #18 Top

[Modding] Make AI ships know they are about to drift outside of the gravity wells, and turn around when they do.. This may prevent some of the never ending chases that happen (especially when fighter movement is enabled for ships).

Agree about pathfinding. Its annoying to see ships get stuck on asteroids. Seems like the big ships go out of their way to collide with them.

Reply #19 Top

Pathfinding definitely needs work.  They could start by giving players the option of telling scouts to avoid the pirate base once it's discovered.  I'd also like the option of setting the auto-join fleet and full range attack settings on each frigate and cap ship factory so that the setting would apply to all ships produced there.

Reply #20 Top

Simple command chats to the AI. Like for example: "Build starbase on *Insert planet name here*.

Reply #21 Top

Giving the AI Ogrevs and the like when encountering SBs would be a start.

Reply #22 Top

I'm not sure what AI level you play at, but from experience, Hard and above, I've had anywhere between 7 Ogrovs* all the way up to 27  - SB fully upgraded, pretty much died instantly lmfao.

*Or Solanus Adjudicators.

Reply #23 Top

Quoting CasanovaFrankenstein, reply 21
Giving the AI Ogrevs and the like when encountering SBs would be a start.
AIs already do that.

 

:fox:

 

Reply #24 Top

Once had a 9 AI FFA that I (as the tenth player) surrendered then observed. TEC pretty much kicked all other races. Why? Ogrovs. Lots and lots of Ogrovs.

Reply #25 Top

I recently built an offensive Orkulus at a fringe Terran at Random - Small against a Hard TEC AI, and it was amazing, it lasted so long with only full offense and defense upgrades against several waves of Ogrovs and support, would have survived if I had sent a fleet to support it sooner.