AI improvements in Diplomacy

I've recently started playing around with SoaSE:Entrenchment again with the AI, and am coming to the point where the AI really isn't offering much of a challenge at Hard difficulty. I'm considering picking up Diplomacy as I've seen 'improved AI' listed as a bullet point for that expansion, but I haven't seen any explanation as to what, exactly, the AI improvements are. Are the improvements just around the diplomatic aspect of the game, or were other improvements made to the AI beyond that? I suppose I could just bump the AI up to Unfair, but I'd rather have smarter AI than just cheatier AI.

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Reply #1 Top

Well considering I've seen quite a few posts from people who could beat easy and normal AI in the original sins (and I think entrenchmet) complain that they can no longer beat the AI on easy in diplomacy, they obviously did something! But most of them seemed to be turtlers, and they did much better after we urged them to expand much more quickly. Thus I think the AI on all difficulties now expands faster and/or is much more aggressive, but it still suffers from its inability to deal with starbases well (in all honesty, the game is harder with the original Sins than entrenchment just because you can't fall back on these things that the AI can only destroy with a huge weight of numbers). I suppose you could just make a mod for Entrenchment/Diplomacy that removed starbases so you could keep the other features, but the game would be much harder.

This isn't really AI, but I'm sure you heard the pirates were mega buffed in Diplomacy, to the point that they can take out all but the most fortified starbases with a bunch of defensive structures nearby (and even then you might want a bit of a fleet to be save). I suppose you could just leave the pirates on and never bid on them for an extra challenge lol.

Also, they did add two new difficulty levels that get an obscene resource resource multiplier. I know you said you wanted a smarter opponent, but really needing to have weaker CPU allies just to compete with a single Cruel AI is good for a few games lol. Especially since the pacts actually give you reason to keep them around (besides as meat shields of course).

So perhaps I should ask, what was the main thing about the AI that you thought was too easy, and I can give you a better answer lol.

Reply #2 Top

The AI does make better use of what funds it does have, but as GoaFan77 stated, it still falls victim to starbase syndrome. Playing without a starbase is crazy though not impossible but once them starbases come up. Game over for the AI.

Reply #3 Top

The Vasari AI seems to be the worse off. No frigate based anti-structure support and poor use of it's own starbases. In fact the Vasari AI seems much more negligent at getting starbases up mid-game than TEC or Advent in my observations. Additionally, I have never seen (or can't remember recently) it build an offensive starbase on an enemy world. I have seen TEC and Advent do this. It would be nice if the Vasari AI brought a colonizer with it's fleet and built a Starbase while attacking enemy worlds.

The AI also likes to leave it's own starbases naked by deploying them on the edge of a gravity wells versus having them move towards their nearest structures (and hopefully repair bays) before deploying. 

I get people like to have the AI suicide on starbases for dramatic affect but it would also be nice if carriers would atleast stick to the edge of the gravity well to make it somewhat more interesting. Maybe make the Cruel or Insane AI's keep a distance unless they they think they will overtake the starbase.

Other AI problems that seem to still exist are the trailing mine layers on Advent drone hosts. I've gone up against advent fleets with almost zero fighters or bombers because they were all set to mine layers (boring).

Personally, I think it would have been better to give the harder AI's more intelligence versus an insane amount of income.

There were a lot of good suggestions in other threads last year while diplomacy was being done but none of it made it in so maybe sins 2 will have a better AI.

Of course when I have time I play online. Had 1v1 random map game last night where the player brought his Egg and six siege frigates up to my home world while I was sending my drone hosts with bombers and a starbase to his homeworld. Game lasted 22 minutes and was quite fun!

Reply #4 Top

Could someone explain to me why after all these years NO one has fiqured out how to make the ai build superweapons?

Including Ironclad.

Reply #5 Top

I've recently started playing around with SoaSE:Entrenchment again with the AI, and am coming to the point where the AI really isn't offering much of a challenge at Hard difficulty. I'm considering picking up Diplomacy as I've seen 'improved AI' listed as a bullet point for that expansion, but I haven't seen any explanation as to what, exactly, the AI improvements are. Are the improvements just around the diplomatic aspect of the game, or were other improvements made to the AI beyond that? I suppose I could just bump the AI up to Unfair, but I'd rather have smarter AI than just cheatier AI.

Diplomacy also offers two more difficulty levels--Cruel (3x eco boost) and Vicious (4x eco boost) which are actually rather challenging.  The AI itself might be a little smarter, but it's still AI.

I know I'll get pilloried for saying this, but if you want a real challenge with opponents capable of real strategy and tactics, there's just no substitute for playing Sins in online multiplayer over Ironclad Online.  You might really enjoy it if you got into it.  You'll find that the game is much more challenging against real people but also more intense, more suspenseful, more exciting, and much more satisfying.  Online multiplayer also adds team-based strategies to the game.

Reply #6 Top

I know I'll get pilloried for saying this

I have a suggestion for you... Been thinking about this since I posted a min-mod on the upload/wincustomize section for SoaSE...

The suggestion is for you to post an invite to join IronClad Online in the Replay, Maps and Modifications sections of the download site. I know you have custom maps and replays worth posting. Not sure about the mod portion, maybe they would let you post an invite to bring their favorite mod online. Heck, even if it would get a some to play their comp stomps online it would help with the user counts and maybe get them into PvP. Half of them may not even understand what the Ironclad online button is even for...

Frankly, I never even realized the amount of people who downloaded from these pages and only posted my mini-mod to see what would happen.

Reply #7 Top

You mean, here?

https://www.sinsofasolarempire.com/downloads.aspx

I suppose I could submit my updated maps again and then in the comment area for the maps or in a ReadMe file I could include an invitation.  I could also make my own Sins webpage that people might find and include a "how-to" for online multiplayer which could serve as an ad.  It's not a bad idea and sounds like a worthy project.

Reply #8 Top

Quoting wbino, reply 4
Could someone explain to me why after all these years NO one has fiqured out how to make the ai build superweapons?

Including Ironclad.

So I'm looking over the files and have the following two theories. 

The first theory is the really high slot count of 18 that would indirectly prevent the AI from building super weapons. My theory here is the AI is so diligent with setting up tactical structures that it will never have 18 free tactical slots...

Of course the other theory is the game is hard coded not to have the AI build tactical structures with a stat count type of ModuleCannon or planet module type of CANNON.

I may play around with these to see what it takes to get a superweapon from the AI.

 

Reply #9 Top

jsut set the tactical slot requirement to 1 and see what happens?

 

I would like to add a little something... i think that the AI just plain doesnt ever save up enough resources to build them.... they cost a shitton, and uasually if an ai finds itself with that much cash itll blow it on a fleet upgrade... 

 

 

 

so, actually, if we want to be SURE, set the tatical slots to 1, the moneys to 1 cr, 1 metal 1 crystal, and then move the research to tier 1.

 If they STILL dont build, then we KNOW its hard coded.

Reply #10 Top

I would like to add a little something... i think that the AI just plain doesnt ever save up enough resources to build them.... they cost a shitton, and uasually if an ai finds itself with that much cash itll blow it on a fleet upgrade...

Good point.