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AI tweaks for Rebellion

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.

19,557 views 32 replies
Reply #26 Top

Quoting PUREVENOM, reply 20
Simple command chats to the AI. Like for example: "Build starbase on *Insert planet name here*.

For Multiplayer it would be nice if they would let players take 100% control over an AI when an ally gets disconnected from a game.

Reply #27 Top

Quoting DirtySanchezz, reply 26

Quoting PUREVENOM, reply 20Simple command chats to the AI. Like for example: "Build starbase on *Insert planet name here*.
For Multiplayer it would be nice if they would let players take 100% control over an AI when an ally gets disconnected from a game.

How about let the player rejoin back into a game they were dropped from ;)

Reply #28 Top

Quoting ZombiesRus5, reply 27
How about let the player rejoin back into a game they were dropped from

I think that's an even better idea.

Reply #29 Top

Ton for Ton the Orkulus is the toughest starbase around. It was, afterall, designed to attack other starbases. The other two though have some very powerful AOE abilities.

Reply #30 Top

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

2. Don't let the AI waste money on bounty during a game in which pirates have been deactivated.

3. Trade with allied AI players. (trade or buy ships, planets, etc.)

Reply #31 Top

The pirates aren't the only one who can claim bounties, any one who attacks the player with a price on their head can claim the bounty.

Reply #32 Top

Quoting Zeta1127, reply 31
The pirates aren't the only one who can claim bounties, any one who attacks the player with a price on their head can claim the bounty.

Yeah, and IIRC, the AI will take bounty into consideration when deciding who to attack.  E.g. if an AI is fighting two other factions and you put bounty on one of them, it will most likely influence which enemy is attacked.  Obviously all bets are off with human players.  If a player thinks they can win, they will attack.  Otherwise they'll bide their time and build up additional forces.

 

With the AI now putting bounties on each other, human players can reap the benefits.  Those extra credits might allow for some extra key research or additional trade ports or whatnot.  Alternatively, that same bounty can then be transferred into a faction mission for the AI.  Tell it to bomb an undefended border world or something, or go after civilian structures.