projekcja wrote:In game 390, I made only 1 AI, so that they have no enemies to go around destroying their colonies, I made some planetary defenses and waited. The AI never amassed a significant fleet.
Yeah, I think the core problem here, as such, is that you're a lot better at efficient, early game expansion than the current AI is. When the two of you made contact, you already had twice as large an economy. One option we've talked about is to give the player a start time handicap -- so the AIs would have 50 turns or so to expand before the player starts taking turns. These poor Teros certainly could have used that kind of assistance
The second problem is that the AI is bad at dealing with planetary defences. It still tends to throw most of it's ships away trying to take out defenses, either because it attacks with too few ships, or because it uses what ships it has poorly in the tactical battle. Just teaching it how to stand off and bombard relatively intelligently should help with this. The reason the AI never had much of a fleet, in this game, is that it kept on throwing away what ships it was building, trying to get through the defenses on your frontier planets.
projekcja wrote:At the last battle, I see some strange behavior: 22 of my interceptors are sent to a small group of missiles. they hit the missiles, and stop to go back. the rest of the enemy missiles hit my planet. Bombers on the other hand, kill 1 enemy ship, and move to the next again and again till the enemy fleet is completely destroyed.
I'd expect the interceptors to be better at being given the mission: intercept all missiles heading to the Planet.
That's a bug, the interceptors should "chain attacks" much like the bombers. Thanks for reporting it.
edited by sven: Should be fixed as of r13292.