Strong Entrenchment Sugestion / Issue

AI surenders long before they should in single player games

First the issue: Playing a single player game with the new Entrenchment add on. Playing a 3 star system game with 2 AI's and myself.

Both AI's set for medium dificulty 1 is Vasary the other Advent with random type of AI personality.

The advent surendered with still being in control of 8 planets and well set up defences and the Vasari is in the same system with them.

Then after I take control of all of my systems planets I notice no one has even tryed for the 3rd system yet planet wise. I take 2 planets there and then the Vasari surenders as well! After scoping out what they have for planets wich is more than the Advant and lots of everything for resorces I was scratching my head!

In the Galactic games you can turn off the Surender ability and it may be a good idea to do that in this game as well because this just dosn't cut it I am sorry!

I played 2 different games so far one with 2 AI's and one with 1 AI and in both cases the AI surendered before even all of the planets were occupied and only minor battles occured and I did not aggressivly go after them. Didn;t even take any of there planets and yet they surendered. Something isn't right there!

Second thanks to the Dev's for continuing to work on this game and for making this add on affordable without it being the price of the game it's self much apreciated!

But single player guys like myself notice more AI problems than the Multi player guys might be a good idea to have us look at things in the game as well brfore release. I only play single player games never online ones and I have at least 75 games on my PC so I am good at it.

4,677 views 6 replies
Reply #1 Top

PS: I have had Sins since it was first released and this is my first issue with it so your doing a great job just needs some tweeking in how the AI works. Never had crashes freezing issues graffic issues nothing!

And I love that the graffics got even better since it first came out!

I have a well built PC did it myself and keep upgrading it so there is very little you can make that I can't run so just keep the graffics comming! "HE HE HE"

Reply #2 Top

The AI was stupid about surrender before, often forcing you to actually destroy all their planets even when they had close to zero income, no army, and little defenses on their remaining planets.  Now it seems the pendalum has swung the other way, and they fold as soon as they start to fall behind. 

 

I think this draws more to attention than just the fact that the AI surrenders on a hair-trigger.  First of all, the AI (on every difficulty, it's just higher difficulties get a resource cheat) mismanages its economy, usually resulting in a dramatically weaker position than a player empire by the 30-60 minute mark.  Apparently the normal AI falls so far behind it will surrender on this ground alone.

 

Personally, I feel that the AI should go into "desperation" mode when it detects itself being heavily outmatched, and start taking heavier risks like attacking enemy planets even though it may not have a military advantage.  It should surrender when its fleet is mostly destroyed and it lacks the economy to replace those losses.  In other words, fight until it no longer has the resources to do so.

Reply #3 Top

They should make the AI copy some fo the decision made by online players. Or make decisions mad eonline by players count more heavyly. Thsi should go from first cap ship to prety much the full 10 minutes of the game. Talking about the famous tried and true method of:

Upgrade homeworld
Build cap factory and quee cap: Evacuator, Progenitor/Radiance, Marza/Akkan/Kol
Build 2 scouts
build crytal extractor
build metal mines
build 4 friagtes to help cap clear worlds faster  (at this point the game is about 30 seconds to 1 minute in)
--------From here it depends on What planets you have excetera. Need to make the AI count worlds, types, distance to enemy HW and direction to world. It should research repair bays ASAP and build them on their outskirt worlds likely to suffer enemy assaults. And firht inside their repair field. Should also learn to controll it'S fleet better like when to make it hole possition and when to go to the enemy. It's not because the enemy come to your planet that you nessesaraly want to go charging at him.

Reply #4 Top

I as well have had even the hardest set of AIs serender at even the slightest hint that it was losing.  I was just playing a small map with only one very hard AI, I took about a third of the planets then started to bunker and prepare for a major assult, but before i could, it sent a huge fleet to one of my better defended planets (also the assult fleet I was still building up was there), but the fleet it sent was only made up of light and hevey line units, no support units at all, and only 2 or 3 cap ships.  My defence and the fleet at that planet was well rounded and chewed the AIs fleet up with only light losses, about a 3rd of the AIs fleet excaped.  but as soon as the battle was over, it serenderd.  It had more planets than i had, and still a decent sized fleet left.  after I ended the game, i checked out the the resorces it had.  More than me.  The AI had the upper hand, and surrenderd to me.

Some ideas i had to help with this:

Adjust the AI to only serrender when is unable to combat, i.e:  low resorce income and very little left in the bank.  no fleet.

when only few planets left  and with very little defence, but if it had good income with good defence, keep fighting. 

let players and AI to lower the amount of fleet points it has (thus reduseing the fleet upkeep tax) or adujst the up keep tax to how many ships are built, not how many can be built.   The incresed amout of resourse income will help rebuilding after a hevey loss.

during one on one games, or the with the last serviving AI, no surrendering what so ever.  To win you would have to reduce the AIs planet count to 0

 

Reply #5 Top

Quoting xploseve_12b, reply 4

Set players and AI to lower the amount of fleet points it has (thus reduseing the fleet upkeep tax) or adujst the up keep tax to how many ships are built, not how many can be built.   The incresed amout of resourse income will help rebuilding after a hevey loss.
 
End of xploseve_12b's quote

This is one of the best suggestions I've seen so far.  I hadnt thought about that.  But, yeah, that would help alot with rebuilding and survival after a huge loss, if the upkeep tax was based on the percentage of available production you've used, versus basing that tax how much your able to produce at that level.

As it currently stands, I'd pay taxes on 200 houses, even if a tornado (or a nasty Vasari fleet) just wiped out 199 of them. With this fix, I would only pay taxes for only the 1 house that remains.  As I build my fleet up more towards capacity, I would pay higher and higher upkeep tax until I cap out in that tax bracket.  LOL.  Maybe I should run for Galactic President of Sins...."Listen to me now, but believe me later.  I will NOT raise your fleet upkeep taxes!!  And I also promise to make Gas Planets colonizable, with a 50% discount on super weapons!" LOL

Reply #6 Top

LOL. Maybe I should run for Galactic President of Sins...."Listen to me now, but believe me later. I will NOT raise your fleet upkeep taxes!! And I also promise to make Gas Planets colonizable, with a 50% discount on super weapons!" LOL
End of quote
lol you got my vote.  he he