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NatasDog
Feb 9, 2009
On the subject of gas/mineral mining, is there any reason you can't just use a single gas/mining/luxury combo base as a one size fits all base for your mining needs?

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NatasDog
Feb 9, 2009

Trogdos! posted:

Newbie question, where can I find / is there a menu from which I could see the flow of resources in my empire? I'd like to know what resources are needed the most at the moment. Also, how do I know how my private sector fares? I think I've read that private sector should be kept in good shape but I have no idea if it's thriving or dying, I only found the number of ships they have currently.

In the expansion planner page you can sort the list of resources by Unfulfilled and get an idea what you're short on, as well as how much is in transit in the adjacent column. You can even set the bottom section of the planner to "Resource Targets by Your Empire Priority" and filter by resources you're short on to assign/queue construction of bases.

NatasDog
Feb 9, 2009

Omniblivion posted:

Completely unrelated, but choosing Quameno(sp?) feels like cheating. So many research bonuses, and every time I choose them, I start with an Ultra Genius scientist (20% additional all research bonus!!!).

I feel the same way about the Securans, the happiness bonus is pretty bonkers and means you can concentrate on whatever you want as an empire and your people could care less.

NatasDog
Feb 9, 2009
Are there any mods that make the ship design AI less retarded about things like putting cargo bays on Space Ports and other miscellaneous things that you need to manually intervene on, like jacking up the number of luxury miners on mining bases to get the optimal yield? I really wish there was a way to dictate on a particular design the "must have" criteria for it, like being able to set a flat value of 40+ gas and 10+ luxury mining yield on gas miners and 10/10 for mineral miners. Being able to tell it to absolutely not build certain things like research and cargo bays on space ports would be awesome too. I can't stand redesigning every Spaceport, Research, and Mining Base every time a new toy like armor or shield tech when the research comes up, and my inner sperg won't let me just leave them alone anymore now that I know about them.

NatasDog fucked around with this message at 05:49 on Jul 20, 2014

NatasDog
Feb 9, 2009
Is there any way to keep your income in the black later in the game? It gets annoying having to manually hire troops for invasions because the AI refuses to recruit anything while you're in the red. Same with recommending/building planetary improvements. It's annoying when you have a couple million credits just lying around but you have to go through and build/hire things one by one because the AI doesn't feel up to it.

NatasDog
Feb 9, 2009

Omniblivion posted:

The Bazaar wonder on your home world. It's usually the third wonder I get- (Shipyard -> High Tech Research Wonder -> Bazaar). Depending on your race, you might swap out the early pop growth wonder on your homeworld for Bazaar (and then build Bazaar after).

Also- not letting AI buy fleets is a good way to stay in the black. The AI tends to design/build way too many ships that aren't as good as more compact fleets of player designed (more powerful) ships.

I have the Bazaar and every other wonder at this point in the game, I got really lucky with the nearby systems and their planet makeup and have capitalized on it pretty hard.

I've been buying my fleets, but I've probably been a bit heavy handed with the defense fleets I build. I've been using 5 ship fleets on sector defense in every colonized system to keep pirates at bay, and I have to say I've got the safest space in the galaxy. I have a pair of 25 ship attack fleets strategically placed near the edges of my empire as well but the entire outlay is somewhere around 200 ships, mainly frigates/escorts/destroyers with around half as many cruisers/carriers/capitals.

Troop maintenance is actually most of my maintenance cost iirc. I have the AI garrison level set to low, but despite that it still wants to keep something like 8 or 10 units garrisoned at any colony bigger than a couple billion people. I keep planetary defense shields and bunkers on any planet with more than a billion people, but only have the armor/academies on two of my biggest planets to churn out troops.

That said, I haven't built any regional capitals yet and I'm up to something like 25 systems with 3 distinct clusters separated from my homeworld. Maybe corruption is biting into my tax collection and I just haven't paid enough attention.

NatasDog fucked around with this message at 21:05 on Jul 23, 2014

NatasDog
Feb 9, 2009
Just to follow up on my budget woes from earlier, I turned off troop automation and went through to get rid of the 6-9 garrisoned units in every colony and my budget deficit is now halved. I did keep any stray infantry and left 2 planetary defense units at every colony, but I guess I'll scrap at least the PD units since those bitches are expensive. I figure I'll let my transports and defense fleets pick up any extra infantry lying around in my colonies, and then just use the 3 forge worlds I have to crank out armor/infantry/special forces units going forward when I plan invasions.

I can't believe how horribly overstuffed the AI made my colonies even with Garrison set to low. At that level I was expecting 2-5 units at worst, not 6 to 9. Whatever, just one more aspect of the game's automation that just isn't capable of doing its job. I hope when they do DW2 they allow people to set more specific thresholds for the different AI control aspects, especially in the ship design department. There's no reason the AI should skip the medical/recreation upgrade on the small and medium spaceports, for example; and I'm far too lazy to micromanage them by hand.

NatasDog
Feb 9, 2009

Trogdos! posted:

I'm really annoyed by the ship design system. I have no idea how to make designs (well I know how but they'd be complete abortions). So now I have to set ship design to automatic, and every time anything new is researched I have to accept the advisor suggestion to refit all ships that benefit from it. If I don't, the auto-designer seems to not update the designs at all, and I have to manually do poo poo that make me want to pull my hair out, like manually choosing a new design and ordering ships to retrofit one by one.

Please tell me I am completely missing something and there is a button that makes the most up-to-date design of a ship class and I can press a button so that all ships of that class go and retrofit? :(

You'll still have problems with the auto-upgrading of designs, because the AI makes some retarded decisions regarding your base and ship designs. Off the top of my head, these are things that will happen if you set it to auto:

Your ships will still be equipped with Damage Control modules instead of repair modules when you unlock them.
Some non-carrier designs sport fighter bays, wasting space they should be using for Dakka IMO
Some non-transport designs have troop modules, though this isn't really all that bad since you can do invasions without keeping a dedicated troop transport fleet for most non-reinforced worlds.
Every Space Port design has a cargo hold even though they use your planet's storage
Every Space Port has all three research modules, sometime more than one, even though you can easily cap your research by building one of each base.
If you want to use fusion reactors on things like bases where space/power generation ratio isn't as important, you can kiss that idea goodbye unless you're careful not to research or trade tech with anyone for the reactors that use caslon. Of course that means all your ships will only be able to use fusion too.

There are other nuisance things like civilian base designs being made of paper and not able to withstand even the lightest pirate raiding force and passenger ships not having nearly enough passenger modules for my liking, but that's my take. The game could really use some kind of AI ship design rule set for you to turn things like cargo holds and research modules off on space ports and poo poo like that.

NatasDog fucked around with this message at 14:47 on Jul 28, 2014

NatasDog
Feb 9, 2009
Haven't seen this posted yet but it appears the AI improvement mod has made some drastic changes to things. The changelog is pretty interesting, especially the part where he seems to have overhauled some of the stock designs, leading me to believe that's something that can be tweaked further.

AI Improvement Thread posted:

Changelog: Alpha to 1.0 Release
As the community feedback to the Alpha was positive a decision was made to go straight to 1.0 Release. There were not a large number of changes from Alpha to 1.0 but they are important:

1. Changed Troop Transports so that they can be built at Size 300. It appears changes to how the game shrinks Troop Transports were made in the 1.9.5.6 Beta as this was definitely working earlier. I’ve added Troop Compartments to the larger ship designs to compensate for the smaller Troop Transport design templates. We'll have to keep an eye on what happens with future patches as well and I'll update as needed.

2. Fixed the upgraded Pirate Ship Designs to ensure they include Assault Pods. My bad on that one, too much testing without Pirates, given the AI is poor at dealing with them effectively.

3. Implemented a temporary change so that Size 230 is available at the start of a pre-warp game. This way the mod's upgraded Civilian ships can be built immediately and I’m not forced so put out two versions of the Mod i.e. one with seriously nerfed Civilian Ship designs for Expensive or above Research settings on a pre-warp start. As a result the Mod can now also be played on any Research setting. Note Civilian Ship Shrinkage remains on the Developer Support Wishlist as this would be the better solution.

General Research Improvements
To provide more consistency in AI research:
• Medium and Large Spaceports contains labs sufficient for a race appropriate balance
• Research Priority set to Normal (so Stations will be built at locations with bonuses) but with only 2 Labs per Station (to avoid upsetting the balance).

Racial Technologies get a high focus to ensure the distinctive features of each race are quickly used in game.

Advanced Fighters Bay no longer have Medium Torpedo Bombers as a pre-requisite i.e. so the AI can focus on either Missile Bombers or Torpedo Bombers.

Death Rays and Super Lasers are included in the Tech Tree. Many AI races will research Death Rays once their Primary focus areas are completed and the Insect Races will research Super Lasers (restricted). However, inclusion of these in the final version depends on further testing and feedback.

Integrated Francoy's Colonisation Rebalanced Mod including changes to Research Orders, Race Files, Research Costs and Policy Files.

As Civilian ships are currently not shrunk, there is a temporary change so that Size 230 is available at the start of the pre-warp game, so that the mod can be used on all settings. This will be removed in an update if Civilian Ships shrinkage is enable in future patches.

Design Template Changes
I've changed the Templates to have one primary Weapon Type and also generally increased the Ship sizes as follows:
• Exploration Ship template designed to ensure always available immediately from a pre-warp start
• Escort template designed for Size 230 (should be buildable at Size 160 however)
• Frigate and Troop Transport template designed for Size 300
• Destroyer template designed for Size 400
• Cruiser template designed for Size 500
• Capital Ship template designed for Size 650 (they scale up automatically as larger sizes become available)
• Carrier template designed for Size 975 (buildable with Rapid Assembly noting the 50% size bonus)
• Cruisers, Capital Ships and Carriers include Troop Compartments to buff AI fleet ground invasion strength
• Many other improvements across all ships and bases including the private sector

Empire Policy Changes
In the Policy Files I have made primarily changes that apply to the AI of any race. Otherwise the characteristics of each race have been preserved.

To encourage the AI to build more large ships the following ratios were set:
• Capital Ships 50% (0% for Fighter focused races)
• Carriers 50% (0% for non-Fighter focused races)
• Cruisers 12%
• Destroyers 8%
• Frigates 6%
• Escorts 4%
• Troop Transports 20%

To ensure the AI prioritises selected Wonders for each race as applied in PrioritizeBuildWonderId.

As the AI typically overbuilds facilities:
• Each race can only build one or two Academy types as appropriate to the race.
• 500M: Cloning Facility, Fortified Bunker, Terraforming Facility
• 5B: Ion Cannon, Planetary Shield, Armored Factory
• 10B: Regional Capital, Academy
• Robotic Troops and Troop Training Centre disabled i.e. in favour of Cloning Facility.

Any race with Low Military Construction Levels was set to Normal (as some races are far too weak otherwise).

Any race with Low Troop Recruitment Levels was set to Normal (as some races are far too weak otherwise).

All races have Exploration Priority increased to Maximum (since the AI massively underbuilds Exploration Ships at default).

All races have Trade Priority increased to Maximum (which means an early focus on Construction Ships to get mines going quickly to help prevent shortages ... to an extent).

Large Spaceports take quite some time to Construct so changed to build at 6.5M rather than 3M (helps the AI speed up the start of researching).

General increase in number of ships assigned to Fleets (20), Strike Forces (6) and the proportion of ships assigned to Fleets (75%) (while set the proportion of ships assigned to fleets does not appear to work).

Invasion Overkill Factor increased for all races (to help the AI invade with sufficient strength, otherwise there are too many attacks that have no chance of success).

Ship Battle Caution Factor increased for all races (to help the AI attack with sufficient strength, otherwise there are too many attacks that have no chance of success).

All Insect Races can build Planet Destroyers and will Destroy Planets at every opportunity.

All Insect Races will Bombard Planets at every opportunity. They are meant to be Nasty after all!

All Insect Races are more Willing to go to War.

Some races now do not flee from Battles, they fight to the death!

Willingness of all races to control Restricted Resources increased.

Captured or recovered ships are always disassembled for technology and resources (while set this way it does not appear to work).

Medium Size Colony Tax Rates are now set to Zero.

Set Minimum Garrison Size to 4 rather than using "Troop Garrison Level" (while set this way it does not appear to work).

Racial Biases
My current idea is to increase positive and negative biases (without going overboard) with the races split into 4 groups (ensuring each group uses a variety of weapons).

By increasing the positive biases for races within a group they are more likely to form Mutual Defence Pacts. With the changes to fleet coordination in Universe this should mean more mega fleet battles.

Each group has negative biases set against another group, so they are more likely to go to war i.e. Group 1 v Group 2, Group 3 v Group 4. I've had to many games in the past where nobody declared war even on Chaos throughout the entire game. So now, if you decide to take a back seat and your partners go down, you could then be facing a strong alliance of opponents, without as much support ...

Weapons Balancing
Changes as per the OP summary in the Weapons Balancing thread.

The primary intent is to ensure that races which focus on particular weapons are competitive. Some weapons such as Rail Guns and Phasers are underpowered at default settings.

Racial weapons provide a strong advantage early game, limited advantage mid-game but it should be possible to catch-up by late game with enough research effort.

Missiles and Rail Guns should provide an advantage early game, be at parity mid-game, but be relatively weak late game. However, they should not be ridiculously weak so that races that use them still have a chance.

Pirates
All Empire Private Ship & Mining Stations designs improved e.g. increased extractors and more speed which should help them.

All other Pirate Ship and Base designs have been align with Race Weapon selection and there has been a general tidy up e.g. remove items that they will never realistically research.

I really want to take a crack at pulling storage bays and research labs off spaceports at the very least. It'd be interesting to take a crack at making cruisers/capital ships not bother packing ordinance for non-"evil" ships as well, in favor of more dakka. Seems like it may be possible to tweak some of the more annoying aspects of the stock ship designs away, and allow for more competitive designs from the AI races as well.

NatasDog
Feb 9, 2009
I went poking through the ship designs and at the very least he's got the cargo bays off the space ports, which is nice. The small has no research modules either, but the medium and large both have 10/10/8. I assume it's to help the AI along since it won't build research bases at the home world on its own, but it still bothers me.

Also, holy hell are the templates ridiculously tedious to work with; each race has its own folder and from there there's a separate text file for each ship class to define the modules they'll carry. The amount of :effort: required to make each race unique is massive. It'd be hell of a lot easier if it were a single csv file for each ship type with a column for each race; I can't imagine why they decided to do it the way they did. Even having a single csv file for each race and a column for every ship type would be preferable to this, as having to modify 29 separate files for each race you add is just crazy. Most of the races will be a c/p job anyway, it just requires you to figure out which races concentrate on which weapon/defense types and then copying the same set of templates to each of them.

On top of that the templates all use raw numbers and don't allow for a set size for the different ship/base types. It'd be a lot easier to work with if you could define a percentage to dedicate to different areas (engine, maneuvering, shields, armor, missles, beams, etc) and set a target size for each class of ship for the AI to design around, but I suppose that'd be a lot harder to code on the back end. It still wouldn't flexible enough for your ships to scale their size based on available tech either, which would be a godsend for ships that only have one class like passenger ships, defense bases, and troop transports. Ideally with those types of ships it'd be nice to have there be a target ship size and have the AI scale back the size of design to match whatever your tech level allows.

I still look forward to playing around with his mod and seeing how the game plays out with the changes, as anything's got to be better than vanilla.

E; Going through the modding guide, it looks like the game will scale designs based on tech level, but it's not very clear how it does it or which components get prioritized over which.

NatasDog fucked around with this message at 20:24 on Aug 5, 2014

NatasDog
Feb 9, 2009
The AI Improvement Mod does that. However, it also splits the weapon types among all the races, so the ship design AI will only create useful designs for the race you're playing if you stick to his vision of the weapons your race uses. The research priorities for each race are also prioritized based on this, so you end up with a pretty competitive AI all around.

E; That said, the race specific ship design files are really easy to edit and if you really want to :spergin: over it, you can play around with them on your own for whatever race you want to play. I personally didn't like the fact that his designs pretty much forego research stations and instead places labs on every spaceport, but it's a necessary design decision because the AI is terrible at getting its own research up to the cap unless they're place on Medium and Large SPs. I went through and yanked them from the design files when he first released it and it completely wrecked the AI's competitiveness, so don't do that.

NatasDog fucked around with this message at 18:22 on Dec 24, 2014

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NatasDog
Feb 9, 2009
If anything the AI improvement mod is a big quality of life improvement. It makes the ship auto-designer a lot less retarded and gives each race a more specialized research path. Both of these things make the AI more competitive as well as make your life a lot less micro-managey.

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