1.04 Chicken AI

Will the AI build be re-visited in 1.04 patch?

The more I play, the more i see the AI flee at roughly even odds, even when they are defending there home planet.

It will make the game soo much more enjoyable to fight an enemy instead of something that flees, flees and flees.

22,467 views 17 replies
Reply #1 Top
I noticed this too. AI simply isn't brave enough to stand and fight. In 8/10 even odds situations AI flees. It would be nice if AI would stand and fight more often because I just love the smell of rockets in the morning.
Reply #2 Top
I mostly leave a part of my fleet behind in order not to scare the eel like AI away :D
In this game you can build ships at such an staggering rate, it makes normally more sense to defend a system to the last ship to by some time for the new fleet to gather. Especially in the defender position you normally have much shorter supply routes.
i only withdraw high class Capital Ships on the last 2000Hp.
Reply #3 Top
The AI shouldn't be fleeing in 1.03 until it's pretty obviously outnumbered. If you're seeing it be that cowardly, zip up some saves/replays demonstrating it and send them in to [email protected] for the devs to look at.
Reply #4 Top
I've never lost against a 1vs1 AI on large size maps in v1.03.

Trick is, always send in all your ships in 1 fleet. They will always flee/retreat, also make sure your fleet comprise with 40% siege frigate, so you don't have to stay in that system for too long. Just follow the AI to their last planet, and it's simple.



Reply #5 Top
I've never lost against a 1vs1 AI on large size maps in v1.03.Trick is, always send in all your ships in 1 fleet. They will always flee/retreat, also make sure your fleet comprise with 40% siege frigate, so you don't have to stay in that system for too long. Just follow the AI to their last planet, and it's simple.


Does anyone ever lose a 1v1 against the AI, on any size map? Hell, you can make nothing but your free cap and scouts and beat them...
Reply #6 Top
Why are people playing 1v1 anyway? I don't get it if they do.. I would never play that way except for the 1st game as a newbie. Who plays Civilization at 1v1... no one.

Play the game with multiple AI players.
Reply #7 Top
The basic problem is that rather than staying, fighting, and - critically! - reinforcing, it acts as though every ship which starts the fight will be the total number of ships for the fight. Bollocks to that, if I'm slugging it out with a fleet then you can bet I've done it somewhere that suits me and have put up a couple of frigate factories on a nearby world.

The AI is slightly less inclined to retreat in 1.03, but if we start out even, and I'm pouring on more ships, and it's losing ships and replacing them from a single frigate factory 8 jumps away, then there is simply no way that it is ever going to end up winning a fight.
Reply #8 Top
Has anyone ever considered that maybe the AI runs away so much because it's smart enough to realize that it's not smart enough to defeat a human opponent? ;)
Reply #9 Top
Uhhh, actually, my friend and I, who've been playing games probably since you were in diapers, play Civ4 1v1 and 2v2 occationally. We should not have to add multiple AIs to compensate for an AI that has no chance of winning vs a human.

The AI beat me my very first game (before I did the tutorials or read the manual). Or should I say, the Pirates beat me my very first game. I've easily won every AI game since, even "Unfair". The AI in 1.03 is better, but it's still only "target practice" compaired to any human opponent.





Reply #10 Top
I can confirm the AI isn't cowardly in 1.03. The TDN Karamazov, a level 9 Marza Dreadnought with a dozen Cobalt and Garda escort tried to valiantly and bravely charge through my blockade of the Liberia node. It failed, of course, being gunned down by a score of Kodiaks and bombed up by four dozen bomber wings, but that's not the point. The point is, they tried! :P
Reply #11 Top
Playing 1v1?

lol

seriously.

lol
Reply #12 Top
I usually play alone vs 9 hard comps (locked), and they always beat me :

No Kernel Sanders chickens there !
Reply #13 Top
Rule:
-You always notice when an opponent refuses to fight with you, since they know you'll win
-You never notice when you're the guy fleeing in number1, and don't care. You want to win or survive as long as possible.



Eh?
Reply #14 Top
Ye olde Chinese fortune-cookie wisdom.

Amen.
Reply #15 Top
Actually putting down people that play 1v1?

lol

Seriously

lol


Reply #16 Top
The AI still does weird stuff at times. Since the AI never moves it's home planet, it should defend it to the death. Bombing planets usually gets the AI to respond, but if their fleet is too weak they simply turn back around and wait at the next gravity well for reinforcements. Meanwhile I'm busy tearing stuff up and moving to the next target. By keeping a large fleet at major chokepoints, and having a small smattering of defenders at areas where the AI sneaks in siege frigates(an amazing waste of resources for the AI, who should be waiting until it can mass 6-10 of them together and only attacking with an escort fleet of other frigates) ensures that your planets are 100% safeguarded. Hell, a single hanger packed with fighters is more than enough to keep all the siege frigates at bay. I'd rather siege frigates be cheaper in both cost and supply while being easier to kill. The pirates are evidence enough that massed siege with escort can mess up a colony, but the regular AI doesn't try to mimic this success. The AI also focuses too much on capital ships, going for the long haul. I'd love to see an AI that changes its strategy to match the size of the map.

That said, you can still get a fair amount of fun out of a one player game if you use maps with 3, 6, or 9 AI players. The Hard AI will build its own massive fleets and actively push outward with them, looking for territory that it can seize or raze. This gives the TEC player a big advantage, since sensor probes give them huge amounts of intel about the map(as if they need a helping hand :P). If you learn to use and love the planet info rings, TEC players have knowledge allowing them to dominate and control maps against the AI without breaking a sweat.

Don't get me wrong, I'm glad the Sins AI doesn't cheat like Starcraft AI. Sins AI actually actively scouts an area before advancing, and won't just psychically zero in all of its forces on your weakest spot. But this also has the side effect of making the AI even easier to predict. For example, if you see a light assault frigate pop into your system, and then turn back around, there is an extremely high possibility that the AI has a fleet waiting at the next gravity well. If you don't have defenders there, the AI will advance.

The Unfair difficulty helps address this 'fear of loss' by giving the AI more of everything to work with, leaving you to decide how to best tackle superior numbers, and slowing your expansion. In some ways the very same point-line map structure that makes multiplayer games of Sins fit well in the management scheme of things acts as a roadblock to the AI. But I'd rather play Sins than a game where the AI 'wins' simply because your clicks-per-minute weren't fast enough to keep up with the instant calculations and build orders of the AI, as you find in other RTS games. The Sins system is more elegant as a concept, even if the core gameplay is a bit easier. But if you have the option to adjust its level of cheating when it comes to resource income rates... you can produce a monster! :HOT:
Reply #17 Top
Really the solution has been brought up already.

the A.I always over extends.

by that I mean it chooses battles far from A point of resupply of ships.

hell when i am at war, you can bet reinforcements are inbound from every available factory. well before I even begin my assault.

So make the A.I wait until it has A line of reinforcements before commencing A closely matched battle.

Stop making its probes so obvious.Send that little scout ship as far through the enemy territory as its hull will take it. the A.I values A measly scout ship too much.by the time the attack begins i have had enough time to move defenders into place. but if he scouted my whole territory then chose his target it would be much more of A shock .

The A.I needs to learn to rotate its ships out of combat.When my cap ships shields are about down I jump the ship to the nearest gravity well to recharge,then turn and jump it back in.A.I on the other hand will just flee completely ,point being,,,Value the cap ships not the frigates they can stay behing just fine while the cap ship heals up a bit .

not sure if this is implimentable in a game sense .,
but that's what is making this opponent so easy to beat.

not to mention the way I abuse the bounty system. just keep 2-3 opponents bounty positive at all times ,and you NEVER! I repeat NEVER!! will get your bounty raised.

I can go games without even seeing pirate ships. untill i decide to go destroy them.or am trying for the pirate ship achievement .