AI Ship Modeling |
After Aaron gets done fixing the annoying bugs that mess up gameplay I sure hope he will fix AI ship modeling. It's really a pity to see the AI do a simplistic top down approach while ignoring the three decks and the interior hull positions. The AI ships are therefore far less challenging than if they were smartly designed by using interior hull positions first before going to outer hull positions.
The other annoying thing is that AI's don't seem to use master computers even when they've got them. In my latest game start I had 2 AI's with all techs at the start. I built cheap colony ships with the maximum of engines, a colony module, a master computer and a cargo container. I was able to crank them out in 1 turn. I also built some recon frigates that were done in 2 turns. After finding one AI right next door to one of my 10 planets I sent my frigate in to investigate. On the next turn the AI completed a frigate, all dolled up with a bunch of useless junk that took the AI 3 turns to build. Since I had two homeworlds at my mercy I decided to attack and snuffed both AI homeworlds real fast and easy. Sometimes filling a ship with everything you can is a waste. I like smaller cheaper colony ships as they build quicker and thus start colonizing quicker.
Why don't the AI's use Master Computers? Seems like a problem leftover from SE4 as I saw the same problem there too. Especially now in SE5 with the 3 decks and interior/outer hull positions it makes a lot more sense to use master computers as they take up only one build slot rather than a minimum of 3 for smaller ships and more for bigger ships.
I also hope that someday the AI's learn how to upgrade ships or scrap them in favor of saving those resource expenditures for bigger newer ships. Seems like the AI never met a ship it didn't like to keep for the posterity's sake.
Omnius

Balance Mod AI Designs
In the standard AI design algorithm, there is no distinction between types of ships when it comes to added extra components. The Balance Mod has more refined AI designs and a wider variety of design types that the AI will use.
http://www.captainkwok.net/balancemod.php
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Yes, but do those AI scripts
Yes, but do those AI scripts function independently of your other modifications that we don't necessarily care for? I rather liked all the hundreds of tech levels.

Sorry, they're specific to the mod...
Unfortunately no. They are specific to the Balance Mod.
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Mods Not All Bad
Worth noting is that decks and positions are largely cosmetic, and only A/I/O matters. The fact that the AI crams all his components on the upper level, and the fact that his engines are lopsided, will not, in fact, cause his ship to be incapable of doing anything other than flying in circles like such an imbalance would in real life.
Crappy AI Designs
Then I become bored and start a new game when it becomes clear nothing is even going to try to effectively resist.
And frankly, tactical thinking has never been an AI's strong point. In basically every game with enough shiny buttons to push, the AI will get hopelessly lost. Sort of like how he doesn't quite grasp that he needs to heavily lean on seekers if he wants to have any chance of hitting a +150% evasion frigate.

AI Designs, Mods and stuff
Notes on AI design:
The main problem with stock designs is that the larger ships use less space for engines per kT than smaller ships. Since the AI design routine dedicates a fixed percentage for weapons, the big ships don't use an optimal amount of space for weapons and instead fill up their designs with extra components. To make this worse, the extra components are not all that optimized either and do not take into consideration the design type or potential role of the ship.
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Balance Mod note:
The Resupply area does provide components and facilities as well so I'm not sure why you are so sad, with Starship Support was converted to vehicle systems for items like Life Support, Crew Quarters, and a couple of other items.
Anyways I always recommend trying something before you decide you don't like it. Don't let one bad mod experience sour your gaming appetite!
Mods in general:
Mods are actually very good for certain types of bug finding, especially considering that the strength of the SE series has always been on the moddability side. Modding works to test all the abilities and make sure they are working, various game functions, balance issues, and a number of gameplay issues.
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I really only tend to make one class of attack ship, generally the largest thing that can still satisfy my requirements to DRIVE FASTER DAMMIT. Ultimately, that attack ship succumbs to massiver feature creep and is never actually built, and so I attack by ramming with freighters instead, or hijacking enemy ships and using them to bombard their own planets using the same pirate frigates I was using to hijack their colony ships for slaves.
I've seen the AI upgrade
I've seen the AI upgrade ships, but the way the AI designs ships in general is somewhat baffling. Why does he bother strapping a colony ship with a ton of weapons, shields, and armor plating? This is a waste of money, since the colony ship is completely destroyed when colonizing and the weapons do not become a part of the planetary defenses. Since the colony ships simply flee the moment a fight begin anyway, there is little point in putting any other defenses on them.