Dinkelsen wrote:Are the AI empires supposed to do anything? In each and every game I played until now they didn't do much except use their one colony ship to colonize a second planet in their home systems and very rarely a second system. I have never encountered an AI empire with more than 2 planets.
After that they chain build scouts and send them to me or a pirate infested system where they lose them. Very rarely (I think I saw it only twice) they build a fleet of warships with which they go to town. But even then they still don't found new colonies or capture existing ones. I suspect the pirate presence to be a major road block for AI empires, they seem to be locked in a "need to scout but can't" cycle.
Now I know its a beta and many things are not finished so I only want to ask one question: Is this above behavior "normal" for AI empires in the current state of the game or is there something wrong?
sven wrote:[...] getting the AI back to a state where it's behaving in roughly sensible ways is one of the things at the top of my current TODO list.
The fleet composition the AI empires sent to me was a bit weird as well, either its 1 scout cruiser or its a fleet consisting of 1 carrier and a lot of scouts. I have seen a few destroyers here and there, too. Speaking of weird things, the Phidis had a system with 2 settled planets and they fortified the 4-population world with a space station and left the 17-population world undefended. This resulted in a lone Orthin scout being able to bomb that planet to 5 population, at which time I "rescued" them.
Dinkelsen wrote:I noticed two yoral frigates simply disappear in mid-flight. Maybe they were just scuttled, maybe there is something fishy going on. It happened the turn just before where game_139 is at.
Dinkelsen wrote:With all those balancing changes flying around, I started a new game.
Dinkelsen wrote:So its seems you need 2m population per installation (except planetary defenses?) on a planet for the installation to run as designed. If you have less, there will be a penalty.
sven wrote:Thanks for the testing. I think the station costs are still off, and I think the default marauder destroyer loadouts are now far too weak. But, in general, I too think the balance feels "less terrible". Good to have someone else confirming that
sven wrote:The bigger emerging problem (which has always been there, but is now, I think, even more troublesome) is that the AI is doing a number of things that are both irrational and annoying. The main one being the policy of producing endless scouts, and sending a steady trickle of them to harass your worlds.
sven wrote:It's also worth noting that the efficiency penalty is currently documented inside the game -- if you know where to look. Clicking on one of the empty improvement slots in the planet production pane should bring up the exact penalty formula.
Dinkelsen wrote:- Disruptors are an anomaly (sort of) in the research tree. They can be researched after completing Ion cannons and Fusion and they like tripple the damage output of what you had up to then. I understand the research tree is not final but you might have a look at that specific tech.
- I do not quite get what Turbolasers are for. Heavy Turbolasers are a step up from normal Lasers but the normal Turbolasers do 1 damage less than lasers. Am I missing something?
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