Dragar wrote:It's tough to balance that. The higher tier hulls are usually *much* better value for metal/production cost, even for Yoral.
Possibly it just means Yoral should pay slightly more in upkeep for their unusually powerful heavy/advanced destroyers?
nathanebht wrote:This economic change isn't terrible. I'm not sure it makes the game more interesting. Stating the obvious, it causes more of a balancing act. I build up planets to use the queue filler bonuses and this outpaces the AI. Lower those bonuses down to 5 or 10%, might start having a real struggle against the AI.
nathanebht wrote:2019-05-22(38022) is causing an error when I try to load my latest Tinkers, hard difficulty save.
sven wrote:Yeah. One of the AI's real weaknesses is that it doesn't specialize planets as aggressively as a careful human player will. So while the AI may sometimes use "Mining" or "Research", it generally won't get as big a benefit from them as a human player who's built up a whole world with the intention of maxing out his research/metal/coin production.
I think planet specialization is an interesting part of the game, but, unfortunately, it's also a hard concept to exploit well in the AI code.
zolobolo wrote:First game with new balance on normal, oval galaxy Large default settings:
The AI has more capable ships (refitting does seem to take place for a chunk of them), but overall strength and capability to expand has considerably decreased. Player has no issues outpacing them and can still rank up coin income to a level where ship maintenance is not an issue
I'd encourage you to try a game on 'hard' and see how that feels. The AI does have advantages in that mode, but, they're actually now less extreme than they've been in the past. And for an experienced player like yourself, I suspect 'hard' is probably going to provide a more compelling gameplay experience than 'normal'.
zolobolo wrote:If you manage to set the coin bonus to a level where the AI still effectively plays like the human faction (it is affected by loosing mayor finance powerhouse planets and is limited in what it can buy out per turn) should be not issue, but I am afraid you cannot get rid of the above issue without taking away the tech bonus altogether. Though I can do this myself in the config file as well I would consider if this is needed for hard at it should still be considerably harder now then normal ... anyhow will take a look and let you guys know
sven wrote:zolobolo wrote:My goal with 'hard' is to wiggle the various numbers so that the AI feels about like it's being controlled by a fairly competent human opponent, though the truth is that behind the scenes, I'm using some shortcuts and dirty tricks to get it to that place.
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