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Accueil » news » forums » Space Empires V » Space Empires V General

AI Ship Modeling

Soumis par Omnius le Dim, 2006-11-19 10:04 Space Empires V General

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

‹ Looks Like the Patch is Out Jump Drives? ›
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I've seen the AI upgrade

Soumis par Fishman le Dim, 2006-11-19 21:51

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.

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Image de Captain Kwok
Mod Designer

Balance Mod AI Designs

Soumis par Captain Kwok le Dim, 2006-11-19 22:16

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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Space Empires Depot | SE:V Balance Mod

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Yes, but do those AI scripts

Soumis par Fishman le Dim, 2006-11-19 23:47

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.

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Mod Designer

Sorry, they're specific to the mod...

Soumis par Captain Kwok le Lun, 2006-11-20 07:10

Unfortunately no. They are specific to the Balance Mod.

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Space Empires Depot | SE:V Balance Mod

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No Mods

Soumis par Omnius le Lun, 2006-11-20 10:01

Captain Kwok,
Sorry Charlie but no mods for me. I've always been leery of mods for games. One big killer for me with your balance mod is the doing away of the starship support by placing resupply depots under resupply. I think the two tech areas in the stock game are better because one controls a facility while the other controls ship components. I also don't do mods as then you can't spot the bugs in the stock game and try to help make the stock game better. I tried one of the mods for SE4 but all it did was screw something up in the game so I undid the mod.

Improving the AI design of ships should be Aaron's job. If he decided to upscale the ship design routine then he should improve the AI ship design ability. I saw an AI dreadnaught and just laughed. What a mess and I can't wait to get one of my dreadnaughts up there to wipe it out in one on one combat. Even with all techs available the AI makes crappy ships. Too much wasted space on supply and ordnance storage, poor choice of weapons, totally crappy placement of components and no master computers.

I agree with Fishman that colony ships just don't need all that extra crap on them. Colony ships, especially in the beginning, should be stripped down to what's necessary - vehicle control, engines, colony module, a cargo container and maybe even basic sensors though sensors are even a bit overboard when you've already scouted out the systems. Keeping them scaled down means they build quicker and that means they get to colonize sooner.
Omnius

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Mods Not All Bad

Soumis par Fishman le Lun, 2006-11-20 10:39

Omnius wrote:
Captain Kwok, Sorry Charlie but no mods for me. I've always been leery of mods for games. One big killer for me with your balance mod is the doing away of the starship support by placing resupply depots under resupply. I think the two tech areas in the stock game are better because one controls a facility while the other controls ship components.
I'm not quite willing to take that extreme of a position that "all mods are bad", but Kwok's "Balance Mod" is, for me, just too much to take in with one dose.

Omnius wrote:
I also don't do mods as then you can't spot the bugs in the stock game and try to help make the stock game better. I tried one of the mods for SE4 but all it did was screw something up in the game so I undid the mod.
And how do you expect the stock game to get better without mods? You want the developers to fix it? I find this to be a somewhat laughable joke, from past experience.

Omnius wrote:
Improving the AI design of ships should be Aaron's job. If he decided to upscale the ship design routine then he should improve the AI ship design ability. I saw an AI dreadnaught and just laughed.
The AI dreadnaughts are pretty laughable, yes. I encountered three of them once. It was kind of a rare event, considering that the AI, strategically, falls miserably behind after about the 5th turn. By the time I saw a dreadnaught, the AI was putting out a miserable 80K RPs/turn to my 6.8M....and his empire was larger than mine, at 87 planets to my 71. His dreadnaught was, predictably, full of obsolete crap. I rammed and killed them with an unarmed light freighter. The freighter lived.

Omnius wrote:
I agree with Fishman that colony ships just don't need all that extra crap on them. Colony ships, especially in the beginning, should be stripped down to what's necessary - vehicle control, engines, colony module, a cargo container and maybe even basic sensors though sensors are even a bit overboard when you've already scouted out the systems. Keeping them scaled down means they build quicker and that means they get to colonize sooner. Omnius
Is there ANY point at which colony ships need extra crap on them? I mean, throughout the game, I made precisely three designs of colony ship(not including planetary class variations): Colony Ship Mk1, the classic model: Bridge, crew, life support, colony module, and 10 Ion Engines. Colonyship Mk2, the enhanced model. Like above, with quantum engines instead, and Colonyship LR, the long-range model, with the same, but all the freespace filled with the (soon-to-be-illegal) emergency warp pods. For when it absolutely, positively, has to be there yesterday. You might put cargo containers on it to allow it to haul extra goodies, but that's about the only thing I could think of to put on a colony ship. I certainly wouldn't bother trying to equip it with a WEAPON, seeing as it would be completely outmatched in a confrontation with anything posing as a warship, and your only real defense would be to run away anyway.

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.

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Crappy AI Dreadnaughts

Soumis par Omnius le Lun, 2006-11-20 10:51

I went back into my game to test out those AI Dreadnaught designs and found that AI Dreadnaught designs are to be Dreaded Naught. Instead of waiting for my Dreadnaughts to get finished I found that I had two separate Cruisers in the same system as two separate AI Dreadnaughts. I decided to just go for it and attacked both Dreadnaughts with strategic combat. Both times my lone Cruisers wiped out the lone Dreadnaughts without any damage whatsoever. It was funny to watch the two ships head on a collision course and then boom there went the Dreadnaught.

If my Cruiser design can whip an AI Dreadnaught design so easily then there's something really wrong with AI ship design. Maybe there should be a ship designing contest where we set up games and then make ship designs that MM can peruse for some pointers on how to improve the AI ship designs. I don't recall whipping AI Dreadnaughts with Cruisers in SE4. If the AI pukes out such worthless ships then we won't have much of a challenge.

One thing I don't like about AI ship design is that at the beginning of a game it tries to design every ship possible. I don't design ships until I'm ready to build them and the AI's should also do the same so that their ship designs can't be stolen so easily. Plus the AI's tend to waste too many ship names with all that designing and redesigning.
Omnius

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Crappy AI Designs

Soumis par Fishman le Lun, 2006-11-20 11:01

Omnius wrote:
If my Cruiser design can whip an AI Dreadnaught design so easily then there's something really wrong with AI ship design.
Are these AIs of equivalent tech as well? The tech hole the AI tends to dig itself into with it thinking that only 10% of the colonies it makes should be research (as opposed to my more reasonable figure of abot 85% research), tends to quickly lead it to generating a piddly 50-80K RPs to my 6+ mil. Needless to say, such a massive tech disadvantage leads to its dreadnaughts being rammed and killed by light freighters. And even fighters.

Omnius wrote:
One thing I don't like about AI ship design is that at the beginning of a game it tries to design every ship possible. I don't design ships until I'm ready to build them and the AI's should also do the same so that their ship designs can't be stolen so easily. Plus the AI's tend to waste too many ship names with all that designing and redesigning.
I dunno about that. It seems like "designing a ton of things you will never build" is a valid tactic to me. I mean, it works on me. I quickly stop looking at AI ship designs because there's about 350 of them and they all look the same to me, so I honestly have no idea what he's using and what's not, and all my stolen plans are thus worthless. Meanwhile, I just let the AI have my plans in an attempt to sweeten treaty deals because I figure he knows everything about me anyway. Plus I see it as my way of gloating, by letting him witness my majestic frigate that he has no chance in hell of shooting down, and watch my combats where I kick someone's ass.

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.

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Never Met a Mod I Liked

Soumis par Omnius le Lun, 2006-11-20 11:09

Fishman,
I never met a mod I liked or that seemed to improve a game. I still think that it's up to the developer to improve a game not the modders. Making a game moddable just seems like a copout to me. Hearts of Iron comes to mind as the worst game ever produced and that had the worst mods. They copped out that if you don't like something you could mod it to your satisfaction. The problem with that is that they never fixed the game properly because they got lazy and figured customers could fix things by modding them. I'm not interested in modding a game because I want to play it. I'm not interested in having to remod a game after patching it or hoping some modder comes up with a new version PDQ. It all comes down to personal preference and I prefer no mods but others like you like mods and modding. As we used to say when I was young "Different Strokes for Different Folks"! Smiling

You and I think alike on colony ships. I like a cargo container so I can drag more population along to start up a colony which helps decrease building times when starting a colony. Otherwise I keep colony ships stripped down since I know they're mainly traveling through friendly space.
Omnius

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Mod Designer

AI Designs, Mods and stuff

Soumis par Captain Kwok le Lun, 2006-11-20 11:10

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.

---

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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Space Empires Depot | SE:V Balance Mod

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Follow the Thread

Soumis par Omnius le Lun, 2006-11-20 11:21

Fishman wrote:
Are these AIs of equivalent tech as well?
Quote:

Fishman,
If you followed my thread from the beginning I mentioned I started the game with all techs meaning that the AI had all the techs as did I. No tech disadvantage for the AI's, just a logic disadvantage in ship design and how to take advantage of the new wrinkles of multiple decks and inner/outer/armor hull sections.

Fishman wrote:
Meanwhile, I just let the AI have my plans in an attempt to sweeten treaty deals because I figure he knows everything about me anyway. Plus I see it as my way of gloating, by letting him witness my majestic frigate that he has no chance in hell of shooting down, and watch my combats where I kick someone's ass.

AI's don't gloat nor do they react to gloating, remember AI stands for "Artificial Ingnorance". I seriously doubt that even if we gave the AI's our brilliant ship designs they would actually be smart enough to use them. I agree that the AI's tend to shortchange themselves on research. I also think they're not programmed to use some of those nifty production/research/intel boosters like planet or system facilities that boost production/research/intel. The AI's do a good job of mineral mining to be sure.
Omnius

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I used to think that too.

Soumis par Fishman le Lun, 2006-11-20 11:25

Omnius wrote:
Fishman, I never met a mod I liked or that seemed to improve a game. I still think that it's up to the developer to improve a game not the modders. Making a game moddable just seems like a copout to me.
To be honest, I used to think the same way. I still remain inherently leery of mods, especially those that overreach in favor of a nebulous, not-well-defined goal. Then I played a game which seemed OK, but the little bugs, some of which were outright gamebreaking, quickly rendered the game unplayable. The developers *cough* EA *cough* refused to address the matter in a timely manner. In vexation, I dug out the modding tools, conspired with an associate, and hunted down the bug and killed it, becoming a community hero in the process. Pandora's Box was opened. Since then, I've hunted down tons of bugs there, many of which remain completely unaddressed by the developers, and created a bunch of other mods without which I would have long since frisbeed the CDs in frustration and rage. So while I remain leery of mods in general, and prefer to dip in one toe at a time, I'm no longer willing to just flat out say "mods are bad".

Omnius wrote:
Hearts of Iron comes to mind as the worst game ever produced and that had the worst mods. They copped out that if you don't like something you could mod it to your satisfaction.
I agree completely. Moddability should not be a cop-out, but frankly, I don't really believe that it's being used as a cop-out. I think that the modern developmental process just pushes out buggy, half-assed crap. When modding exists, it's a cop-out". Where it doesn't exist, your game is a coaster.

Omnius wrote:
The problem with that is that they never fixed the game properly because they got lazy and figured customers could fix things by modding them.
I don't truly believe that either. Companies don't bother to fix the game because they just don't care anymore. It has become an entirely short-sighted pursuit of the immediate dollar over the possibility of enhanced customer loyalty. If a game CAN be fixed by modding, sometimes it will be, and this is often used as a poster-child for the above assumption, but more often than not, it can't be modded, and it still is never fixed, and the game languishes forgotten as a coaster. In some cases, this is likely preferrable: At least the public is unlikely to remember the screwups if people give up!

Omnius wrote:
I'm not interested in modding a game because I want to play it. I'm not interested in having to remod a game after patching it or hoping some modder comes up with a new version PDQ. It all comes down to personal preference and I prefer no mods but others like you like mods and modding. As we used to say when I was young "Different Strokes for Different Folks"! :-)
Hah! Like! I don't LIKE modding, I just see it as a necessary evil. I would just as happily see EA fix its screwups so I don't have to, which would free up my time to play SEV instead! Except I'd probably wind up doing the exact same thing. It's the frustration factor that pushes one into modding: The knowledge that you CAN do it overcomes the inherent distaste for doing so when the frustration becomes too much to tolerate.

Omnius wrote:
You and I think alike on colony ships. I like a cargo container so I can drag more population along to start up a colony which helps decrease building times when starting a colony. Otherwise I keep colony ships stripped down since I know they're mainly traveling through friendly space.
I colonize in hostile space, too. You can, after all, only invade one planet a turn right now, and besides, invaded planets are full of bloody foreigners, and I'm pretty sure they never actually assimilate and switch flags, so I kinda just invade them, let a few migrate (migrating switches flags), then space the rest of the stinking buggers and replace them with the ones that converted. REPENT, FILTHY ALIEN HERETICS!

But I figure it's cheaper to attach a small warship to escort the colony ship, a warship that will NOT have to be rebuilt, than to try, unsuccessfully, to equip a colonyship for war only to scrap it for nothing on arrival. Or, if I'm really cheap, cheaper just to chance it and accept that some colony ships might be shot down....but at least they're cheap. Right now, I don't even bother with cargobays anymore, although I can see *WHY* you might use them, such as stuffing a few weapons platforms to defend the colony with. Right NOW, I just colonize empty, and then scrap the free 1M population and let whatever race was suitable for that world in my empire migrate to it. If I want to masspopulate that planet, there's no way a colony ship is going to hold enough peasants to make a significant difference anyway. I'll just bring over one of my heavy "instant population, just add people" heavy transports.

As a side benefit, the heavy transport also provides a significant level of escort protection, seeing as it can ram and kill dozens of enemy ships with impunity, even though it's not actually ARMED.

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Keeping Ourselves Amused

Soumis par Omnius le Lun, 2006-11-20 11:36

Fishman,
We seem to be doing a great job of amusing each other while we wait to be the first to see the patch message go up.

I like the cargo container approach as that depletes a world's population slowly. I did the population transport trick before in SE4 but found that I could empty my homeworld too quickly thus reducing it's abilities. I like the slower approach of taking a cargo container's worth of population with every colony ship. It does seem to double construction speed at a minimum in the beginning and that's important early on.

I don't bother with invading worlds, I just sterilize them and then colonize with my "True Believers". I figure it's best not to allow foreign riff raff onto my worlds so that my population does not have "divided loyalties".
Omnius

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Amusement

Soumis par Fishman le Lun, 2006-11-20 11:46

Omnius wrote:
Fishman, We seem to be doing a great job of amusing each other while we wait to be the first to see the patch message go up.
Well, I'm not expecting the patch message until Tuesday. Everyone knows the photon torpedoes don't get installed until Tuesday. Same goes for the tractor beam, the medical staff, and yes, the patches. I'm just watching my hard drive defrag right now.

Omnius wrote:
I like the cargo container approach as that depletes a world's population slowly. I did the population transport trick before in SE4 but found that I could empty my homeworld too quickly thus reducing it's abilities.
That is an issue early in the beginning. However, early in the beginning, your colony ship's space is completely consumed by the necessary components and there is no space for cargo containers anyway, rendering the issue moot. Later in the game, this is not such a concern.

Omnius wrote:
I like the slower approach of taking a cargo container's worth of population with every colony ship. It does seem to double construction speed at a minimum in the beginning and that's important early on.
True, but again, early on, you can't actually fit a cargo container on your ship without removing an engine or two, and besides, they migrate quickly enough.

Omnius wrote:
I don't bother with invading worlds, I just sterilize them and then colonize with my "True Believers". I figure it's best not to allow foreign riff raff onto my worlds so that my population does not have "divided loyalties".
That doesn't actually happen. Races only migrate to planets with breathable atmospheres, and only have loyalty to their nationality as defined by the flag you see. Meaning populations bearing your flag, regardless of race, are loyal to YOU. However, foreign nationals cannot migrate without the assistance of population transports, so those that migrate must convert to your nationality. In doing so, you gain breathers for their atmosphere type. Once enough infidels have been converted, you can kill the rest of them and the true believers will repopulate your new planet. In the meantime you can use their slave labor to rebuild the planet to your taste, because let's face it, the AI can't build planets either.

Plus, I'm kind of a zookeeper. I like to collect specimens of every single race in the galaxy. It's a kind of a hobby.

Back in MOO2 I've been known to wage wars across the galaxy to save the last INSERT ENDANGERED SPECIES HERE, where by "war", I mostly mean "smash and grab raid".

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about AI Desings

Soumis par Arius32 le Lun, 2006-11-20 11:48

i don't know if it's even possible .... but is there anyway that the AI would create multiple classes of ships ... no fleet is only composed of one tonnage class ... example a mine sweeping dreadnought? lol or worst a kamikazi dreadnought! the terrans are fond of that one..
the question again :
is there anyway to make the AI design different classes of attack ships instead of only one?

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Trading Abilities

Soumis par Omnius le Lun, 2006-11-20 11:59

Fishman wrote:
True, but again, early on, you can't actually fit a cargo container on your ship without removing an engine or two, and besides, they migrate quickly enough.

Fishman,
Early on I actually figure it's better to trade out an engine for that cargo container. Since I'm only going to colonize in my own system or a neighboring one the loss of one engine does not slow down the effort. I also know that when I upgrade hull design one level I get a colony ship big enough for all the engines plus that cargo container so I might build one colony ship that's down engined. I still haven't seen migration work quick enough in the beginning. The homeworld just gets stuck at max population so population growth is hindered. By getting more people off early I hasten popualtion growth which hastens construction which hastens production/research/intel.

One of these days when I really have the game down I'll try the "Galactic Zookeeper" approach.
Omnius

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Better AI Ships

Soumis par Omnius le Lun, 2006-11-20 12:04

Arius32 wrote:
i don't know if it's even possible .... but is there anyway that the AI would create multiple classes of ships ... no fleet is only composed of one tonnage class ... example a mine sweeping dreadnought? lol or worst a kamikazi dreadnought! the terrans are fond of that one.. the question again : is there anyway to make the AI design different classes of attack ships instead of only one?

Arius32,
It certainly is weird to see Kamikaze Dreadnaughts and they are certainly a waste of time and resources for the AI to build. What's missing from the stock game are repair ships, haven't seen the AI ever make one in SE4 or SE5. I find them indispensable for saving damaged ships in enemy territory or even friendly space. I use a destroyer design for them that will allow for one repair bay to be included with room left over for shields and weapons. I'm looking at upgrading to a cruiser design which would fit atleast two repair bays plus leave lots of room for other goodies.
Omnius

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I don't make multiple classes

Soumis par Fishman le Lun, 2006-11-20 12:07

Arius32 wrote:
i don't know if it's even possible .... but is there anyway that the AI would create multiple classes of ships ... no fleet is only composed of one tonnage class ... example a mine sweeping dreadnought? lol or worst a kamikazi dreadnought! the terrans are fond of that one.. the question again : is there anyway to make the AI design different classes of attack ships instead of only one?
I don't make multiple classes of "attack ship", so why should the AI? Sticking out tongue 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 don't, however, use the largest hull available for everything. A minesweeping ship will typically be constructed out of a cheap frigate hull, just in case there are are too many mines. Kamikaze dreadnought seems a bit much, though. Even the best shipsets aren't going to give you more than 8 armor slots a deck, and dreadnoughts aren't fast enough to pursue and ram fleeing prey. And I'm not sure whether shields actually help your ramming strength, since I have yet to actually install shields. Shields always seem to succumb to feature creep...just one more level....yeah....oh, crap there he is. Oh, well. Not equipped with shields? Well, then, buckle up!

Omnius wrote:
Early on I actually figure it's better to trade out an engine for that cargo container. Since I'm only going to colonize in my own system or a neighboring one the loss of one engine does not slow down the effort.
Two engines. Cargo pods are 20kt, engines are 10. And yeah, I thought that too. Then my colony ship wound up NOT ABLE TO REACH THE DAMNED PLANET because I was short 2 moves, one to move, one to colonize. CURSE YOU, CARGO POD!

Omnius wrote:
I also know that when I upgrade hull design one level I get a colony ship big enough for all the engines plus that cargo container so I might build one colony ship that's down engined.
Yeah, but then I either have to wait a turn to get that research level, instead of queuing it as turn 1 builds, or design TWO colony ships, and dammit, I hate having tons of obsolete designs, or having to actually have those damnable number-names.

Omnius wrote:
One of these days when I really have the game down I'll try the "Galactic Zookeeper" approach.
The game currently plays at the level of a retarded chimpanzee. It's really not difficult to slap the AI around with impunity. I mean, hell, I haven't ever actually built a real *WARSHIP*. I *RAM THEM WITH TRANSPORTS*. Why shoot, when you can ram? Plus I imagine the expression of confused panic on the enemy captain's face. Also, I needed that repair bay anyway to repair the emergency warp pods I exploited, and it generates enough repair to fix my entire ship in one turn anyway, so what's a little damage?

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FLEETS!

Soumis par Arius32 le Lun, 2006-11-20 12:17

well i usually have a couple a (heavy) frigates "stock game" attacking about thier same number in cruisers .. and guess what ... my frigates whips the AI cruisers which lack even the combat sensors.. while my frigates are damn hard to hit even with sensors ..
patheteic..

and haven't the AI ever heard of point defence?
to expliot that i usually make a couple of "missile destroyers" armed with 4 CSM's each .. and set to max wep range ... by by AI

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Why Shoot When You Can Ram?

Soumis par Fishman le Lun, 2006-11-20 12:21

Arius32 wrote:
well i usually have a couple a (heavy) frigates "stock game" attacking about thier same number in cruisers .. and guess what ... my frigates whips the AI cruisers which lack even the combat sensors.. while my frigates are damn hard to hit even with sensors .. patheteic..
I get that a lot, only it's more like one frigate against a half-dozen or more cruisers, and I win the day by ramming and killing them. I have yet to actually produce a ship that is armed for actual combat. I just build flying bricks from hell. Why shoot, when you can ram?

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