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they've separate unique personalities they're always assigned, their own shipsets... one uses tritanium, the other two duranium in ships. they use different weapons techs, shields vs armor etc etc etc. Romulans, Vorlons, Cardassians, and Centauri on the other hand makes ships just fine. even the giant ones. and it's consistent, across 10 games so far. so not just random bad luck.
3 months no patches lmao
the unsable claims to be "fixing" things, but i honestly haven't found anything particularly different
so that's sort of delaying me, figuring out wtf is going on.
on the ships, yeah. what's frustrating is it's not just one thing. sometimes it's that something is negative, sometimes just cost, and other times it seems the scaling subplans as they're called in the economic_plans for AI gum things up. they just get stuck trying to scale up something and stop doing anything else-- a problem exacerbated by the fact the AI still sucks at picking and placing buildings.
Like 100 years in and "best I can do is (150 corvettes)"
partly because the ai does thing based on priority lists, it seems. it can't multitask. it also doesn't seem to like spending resources if a ship is over a certain amount (even if it has more than enough resources) or if any single thing is negative. could have 20k in storage, but -1 income and they'll stop building. this whole mod came out of trying to solve that issue in my larger mod. added new weapons & techs, rebalanced fleets, and... they wouldn't build anything.
A mod that makes the AI actually play the damn game is sorely needed.
so really want to rethink how this is working.
I've only run a few trial AI-only games so far, like 15 empires in each, but so far I've only seen one empire actually have a negative in... anything. and when you look at the "rare" resources, they average now like +20-50 income even w/o buildings.
the trades may well help, but the colony management part is what i'm rethinking as i work on other mod updates. at least for now, barring further refining 4.0 updates, they've basically just made buildings not really matter. you could pick most at random and the resource income would be fine. it's basically idiot proof (or in this case, AI proof), and because of that... a little boring.
If AI trade feature of this mod works, that would solve the problem most of the time.
it's almost an over-reaction to what the AI was doing previously, reducing it to more of a who can spam ships the fastest competition. so... will take some time to think about it.
right now, just trying to get the larger mod to not freaking crash on galaxy generation. so it's, uhh... it's a process lol.
there's nothing blatant though that wouldn't work in an existing game.
they can be maxed out on every resource, have positive income across the board... just stop doing anything.
there's also a second thing I want to pull out that dictates fleet sizes so they're willing to go over limit esp when at war.
now fixing the behaviors themselves would take a bit more, because even if AI has transports you may notice they will still just sit there and bomb.
sometimes it's b/c they're not building enough anchorage to start, sometimes it's actually the maintenance costs that slow them down (or lack or rare resources), while sometimes they'll just randomly get stuck on some other economy priority.
most fundamental though is just that human players will happily go 100%, 200%... hell, 500% over their command limit. the ai deprioritizes ships as soon as they reach command limit.
problem is getting them to do it w/o otherwise killing their economy. though often, just trying to get them to build defenses, I'll look and they're just sitting on 10k alloys or some dumb shit.
the events are all new, and are fired from new triggers.
most AI mods change things like defines file that dictates overall AI behavior, and this mod doesn't touch any of those. so only way it could conflict is if someone used the same event name and numbers as me.