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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

AI to-do list for early game

Soumis par stuka87 le Lun, 2007-01-29 14:32 SE:V MODs

I have abandoned most of my sessions (1.20, BM) little after the first ~50 turns. After that time, my lead becomes so unquestionably massive that it's no fun. It's god mode.

However, there are just a couple of early-game routines that let me do so. These should be in the AI script, so that it may last a bit longer. Quite mechanical jobs, in fact.

1. Colonize home system ASAP. Any new colonies build basic fighters as garrisons and system defence forces. When done,

2. Scout out neighbouring systems with scout ships (1-missile, well-supplied frigates). Build 1 or 2, no more.

3. Build a satellite layer right after the first scout ship. New colonies build missile sats for it. The sat layer diligently builds barriers at all warp points, with priority on warp points to inhabited systems. That's about 6-12 CSM sats. Enough to stop any early fleet.

4. Colonize neighbouring empty systems if possible. Garrison with fighters. Seal them off with a second sat layer. Spot owned systems with sensor sats. Attack any intruder, especially lone colonizers with fighters.

That's about it. Land grabbing, and denying access. A race starting like this will be protected until it needs to interact in force (fleets), gaining time and space to build up. Not too complicated I think, In fact, it does get boring after a while.

‹ Damage priorities - Armor - Outer - Inner Neutral pack 1.00, two new neutral races for SEV ›
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Re: AI to-do list for early game

Soumis par Riptokus le Lun, 2007-01-29 14:40

Want a challenge? Switch the race you play to the lowest race after you've spent 100 turns turning your empire into a juggernaught. Then fight yourself!

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Re: AI to-do list for early game

Soumis par evilginger le Lun, 2007-01-29 14:49

I do that its fun to switch factions and see if you can defeat the evil empire.

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Re: AI to-do list for early game

Soumis par stuka87 le Lun, 2007-01-29 14:55

I don't want to turn the table for a challenge, nor play drunk or play while playing the violin. I want the AI to play as if it wanted something else than being overrun or hopelessly left behind in a couple dozen turns.

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Image de Badger

Re: AI to-do list for early game

Soumis par Badger le Lun, 2007-01-29 15:20

Riptokus wrote:
Want a challenge? Switch the race you play to the lowest race after you've spent 100 turns turning your empire into a juggernaught. Then fight yourself!

Rip neglects to mention he had to load my game for me SO that i could do that (it tried to crash his system, too - some sneaky last empire)...
in fact it was the game i first posted about (interesting AI discoveries)...

Unfortunately, I have to agree with Stuka-
and we all know how i hate to agree
without an AI that doesn't act like it WANTS to be over-run, it really wasn't much of a challenge.

In fact it was downright heartbreaking to see the AI sending beautiful battleships 1 AT A TIME INTO into NESTS of ships and satellites...
you don't even want to hear about what happened when i built fighters...
Sigh...

On the other hand, i have had a much better eperience with the Ai's in the two main mods. Perfect? No.
Progressing? Absolutely...

Troll? No, Sir, I am a BADGER!

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