[1.10] Once fixed, -L blueprints are awful but the AI loves them too much.

What I mean is, once you fix weapon augments working in blueprints, the blueprints with basic augments turn out to be horribly designed, and they make the AI even less effective at war, when before they had at least some basic competence. -L class blueprints from Gunboat-L all the way up to Cruiser-L don't strap a full suite of basic defenses on until they reach the filler stage of their designs, which require such absurd amounts of miniaturization that the AI will never get them, and since these designs are AI-only, this makes them poor tools for the AI to use. Worse, they have such a high threat rating that the AI never stops building them, so the AI builds dozens of ships with gaps in their defenses, leaving them unable to gain ground.

Even worse, since the threat rating of these ships is so high, the AI never even builds transports, they just spam more of these ships and declare war on literally everyone, which results in a stalemate because their awesome ships have no defenses, and nobody has any transports.

A few things need to be done here:

1) -L Blueprints need to copy the basic blueprints, except have an augment attached. This is actually what happens in the Destroyer-L blueprints and higher.

2) The AI needs to value transports more highly. For some reason, even though they are told to keep at least 3 transports at all times during war, they ignore that parameter.

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Reply #1 Top

2) The AI needs to value transports more highly. For some reason, even though they are told to keep at least 3 transports at all times during war, they ignore that parameter.

UPDATE: I found out why this happens. The Kinetic/Beam/Missile/Tactical Support are classified as <AIShipClass>Transport</AIShipClass>. This is causing the AI to look at those designs, say "I want those as my transports, not those crappy Cargo ones, because they have awesome stats!" but they are not actually transports, so the AI cannot invade once it researches Large Hulls. Worse if it doesn't have any resources, because it wants those ships but can't build them, and during wartime they aren't allowed to build constructors, so they just sit there and do nothing.

Once I corrected this in my custom faction's XML, they immediately started outright spamming proper transports during wartime, making them frighteningly effective.

Reply #2 Top

Quoting Vidszhite, reply 1
The Kinetic/Beam/Missile/Tactical Support are classified as <AIShipClass>Transport</AIShipClass>.

 

Holy god, that's a good catch.

Reply #3 Top

Quoting naselus, reply 2


Quoting Vidszhite,
The Kinetic/Beam/Missile/Tactical Support are classified as <AIShipClass>Transport</AIShipClass>.



 

Holy god, that's a good catch.

Unfortunately, I now think there may be a good reason not to fix the Augment bugs, because as it is now, the AI at least shows diversity in its builds. If you fix this bug, it does nothing but spam Rapid Reload Kinetics, even to its detriment (gets murdered by laser-wielding defenders). Sadly, there's a mountain of work that needs to be done on the AI before it can be given the keys to the Augment cabinet.

Reply #4 Top

Thank you for posting this, I have forwarded it to the developers.

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Reply #5 Top

Suprise...

 

Seriously there's no justification for every design not having a requirement for all 3 defence types as a basic.

 

To be fair also there's a genuine issue with the way hull size and capacity scales atm, take out even a portion of the capacity boosting and miniaturization techs and anything less than medium hulls becomes nearly useless and medium hulls have very limit utility. I'd argue the scalar difference between huge and large is too great and that a slightly different progression with the same top end but a higher bottom end would be far superior for balance.

 

Not the only issue of course, there are ever so many...