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IDProjectCategoryLast Update
0023289AI War 2Bug - GameplayJun 15, 2020 5:09 pm
Reporterynof Assigned To 
Status newResolutionopen 
Product VersionBeta 2.065 To Infinity And... No, Knock It Off 
Summary0023289: Extragalactic units are pretty stupid in Civil War
DescriptionWhen the AIs in a Civil War do spawn Extragalactic forces, they don't exactly make good use of them. See attached savefile.

The purple AI isn't that bad; most of its EG fleet is on Dham(upper left), trashing the place and presumably waiting for "regular" forces to come in and take the planet. The two Hunter/Seekers sitting on Gaes (Mid-left) though, don't seem to be doing anything meaningful. Although I guess they are placed in a way that could quickly intercept any attack on their "southern" flank.

Red is much worse; there are EGs just sitting on purple planets of fairly low importance, completely cut off from friendly warps which could let them consolidate their gains.. Also the Poltergeist with the fleetball on the red homeworld: their HW isn't in much danger right now, and Poltergeists are better used offensively.

Orange is alright I guess, since its lost most of its territory and moving the EGs away from its HW would leave it open to attack.

I understand how difficult it is to make units behave intelligently and don't really have concrete ideas on how this could be improved; just wanted to point this out.
TagsNo tags attached.

Activities

ynof

Jun 12, 2020 5:29 pm

reporter  

EG.save (846,857 bytes)
EG.savemet (51 bytes)

ynof

Jun 12, 2020 7:57 pm

reporter   ~0057293

Now Purple is on Red's doorstep and could directly threaten Red's Homeworld, but Red's six EG units still make no attempt to regroup with the remaining defenders or otherwise break Purple's siege, instead they are still occupying some of Purple's outlying (and not particularly important) planets.

I think if a world adjacent to a HW falls and there are substantial enemy forces massing there, the AI in question should order at least some of its available units further out to make their way to the HW. On one hand this would make assaulting the HW more challenging, but could also be used as a trap to destroy AI units.
1.bak (855,007 bytes)
1.save (899,802 bytes)
1.savemet (51 bytes)

BadgerBadger

Jun 15, 2020 5:09 pm

manager   ~0057311

The real problem here is that the AI's intelligence is built to face the Player, not other AIs. This is true both for Fireteams and for the generic Threat intelligence.

The return on investment in making the Anti-other-AI's intelligence higher is really low, since it's really only for Civil War, which is not a common game state.

Issue History

Date Modified Username Field Change
Jun 12, 2020 5:29 pm ynof New Issue
Jun 12, 2020 5:29 pm ynof File Added: EG.save
Jun 12, 2020 5:29 pm ynof File Added: EG.savemet
Jun 12, 2020 7:57 pm ynof File Added: 1.bak
Jun 12, 2020 7:57 pm ynof File Added: 1.save
Jun 12, 2020 7:57 pm ynof File Added: 1.savemet
Jun 12, 2020 7:57 pm ynof Note Added: 0057293
Jun 15, 2020 5:09 pm BadgerBadger Note Added: 0057311