Killing Dreadnaughts without Loss |
In my latest 1.20 game I've noticed how poor the AI targeting is. I started with all techs and hard max bonus AI's. I found one AI that had some tough Dreadnaughts that were a match for my ships. I found it had formed a 49 Dreadnaught fleet and was rampaging around with no particular plan in mind. I saw it enter and then reemerge from a black hole system to attack a warp point that it had seen me cover with a recon frigate. With scanners I was able to see what it was up to and made sure that I had 2 fleets with 48 ships and 192 fighters waiting for it. It chickened out rather than attack. At the same time I was clearing out one of it's systems with a fleet. Sure enough the next turn the AI fleet is hauling butt to kill my fleet in it's system, 2 systems away and through the black hole again.
Meanwhile I decide to make a warp point creator and I created a warp point to the AI's home system which I sent my 2 fleets through. I sent my targetted fleet off to recharge and left a recon frigate to watch the wayward AI fleet emerge to find nothing to fight or protect. About the turn that wayward AI fleet shows up I was just finished trashing it's home system.
I noticed that that 49 Dreadnaught fleet had got another mission but it only had 28 Dreadnaughts left. It lost 21 due to resource shortage. The next turn the other 28 died off. What didn't die off were some stupid worthless Heavy Carriers in one system it had left. I also noticed this lameness with another AI that trashed it's Dreadnaught before the Heavy Carriers when it ran real short on resources.
AI's need to do better at protecting their systems with real warships instead of worthless carriers. The AI's also need to re-examine their attack plans each turn to keep abreast of current info and to react to local opportunities it always misses. Attacking a fleet 2 systems away is really dumb because fleets move. Not to mention it needs to not see carriers as the best ships to build or retain.
Omnius
Attack distance would more
Attack distance would more depend on the ship/fleet move speed I'd think, but yea, that sounds a sensibleish range anyway.

Improving AI Fleet Movement
It should be slightly more than one turn's movement in a simultaneous game since it should consider the possibility that the enemy target is moving towards the fleet. For sequential, like you said it should depend on the target type. Having a distance provision should always pick the closest target first, so that should avoid having the AI break off an attack to go elsewhere.
Recon frigates would also be helpful to keep attack locations in sight. The AI builds its attack locations each turn and enemy targets that are not in sight get forgotten.
Perhaps resource scrapping is done by maintenance cost then - can you confirm? The other option would be ship id, but that doesn't seem likely based on your description.
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Possible scrapping thought
My instinctive thought would be "it doesn't scrap its carriers because they have cargo in them" but... has the AI figured out how to load fighters on its carriers? I've been too busy to have direct experience of SE V these last few weeks.
AI and fighters
The AI does know how to load fighters on to carriers the problem is that it dosent build them. So they are not avalible to load on to the cariers

Attack Seek Order in Simultaneous
Omnius, what you describe already exists as the attack seek order in simultaneous.
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ai and fighters
i noticed your comment AFTER my post
if it did as bad at fighters as it does at drones, its ahrdly a disadvantage that it doesnt build fighters...
sigh...
Anyone who wants power; by definition, cannot be trusted with it...

unit Intelligence
the only actions i've seen a ship take in se5 are charge blindly or run like hell.
In short, the tactical battle AI is my biggest disappointment IN se5
Anyone who wants power; by definition, cannot be trusted with it...
Strategies
Ship actions are defined by their strategies, which are set ahead of time. The stock AI just uses Optimal Firing Range, so all their ships behave the same.




Couple of comments
A distance condition is easy enough to add in the fleet's attack function - probably best to cap the distance to 15-25 hexes.
Ships are randomly chosen by whatever hard-coded function that is used for lack of resources. The scrap function in v1.20 does not work or a script provision could be made to scrap other types ahead of a resource shortage.
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Space Empires Depot | SE:V Balance Mod