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Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,625,973 views 716 replies
Reply #401 Top

Quoting lbgsloan, reply 392


-Maybe come up with some new ability for Vasari flak?

 

the current ability is more then enough.

Reply #402 Top

Help me! I want to play regular diplomacy online but I can't now because I installed the two betas...is there any way to revert back and play diplomacy online again?!

Reply #403 Top

Quoting Ghost1-_, reply 402
Help me! I want to play regular diplomacy online but I can't now because I installed the two betas...is there any way to revert back and play diplomacy online again?!

Yes

Open impulse, in the upper left hand corner hit the button with a little drop down arrow. You checkbox that says "Show Pre-Release Versions" uncheck it, and select Sins diplomacy. If it says update hit that, otherwise try verify installation. If that doesn't do anything, uninstall and reinstall and you will be on version 1.011.

+1 Loading…
Reply #404 Top

I give you 100 karma. congrats!

edit can only give karma once every 10 mins : (     hope u don't mind waiting

 

 

Reply #405 Top

 

Please increase mine detection range. Advent mines start moving before you can destroy them within the detection range. Now that I type this I wonder if it might be that the scout is moving in to shoot after detecting and getting to close. Still annoying as hell. Maybe increase fire range of the scouts?

I have actually just used the Kol, or any other cap ship, to detonate them and repair it after as a means to clear out Advent mines.

Aye, I'm looking into this now. It's definitely too micro-heavy.

Reply #406 Top

Quoting Ghost1-_, reply 402
Help me! I want to play regular diplomacy online but I can't now because I installed the two betas...is there any way to revert back and play diplomacy online again?!

If you want to be able to keep trying beta and playing regular diplomacy, without having to update each time from Impulse, you can do that next time you want to switch : copy your current Sins directory (beta or not doesn't matter) to an adjacent dir, rename the copy by adding something like "beta backup" or "1.011 backup" depending on what you're on currently. Now update from Impulse, and then you have the two versions. All you have to do to switch between them is rename the Sins dir to another backup name, then rename the first copy you created to the original Sins dir name.

Works fine and is probably faster than Impulse if you'd like to switch often. It just resets your game settings, there's probably a way to prevent that, but I don't switch often enough to have searched for it... :)

Reply #407 Top

Noticed another thing today.

The option to turn sound off when alt tabbed out is not working...

 

Also please fix international keyboard support. I cant use any special character that require me to hold "Alt Gr" key. This for me include: @ £ $ { [ ] } ´ ~ µ €

Reply #408 Top

Others like yourself see the AI giving up after two battles. This makes it very hard to pinpoint why the AI is behaving like it is. Its not a consistent bug.


I've actually done experiments on this before.  The biggest factor appears to be fleet size.  If your fleet is under 250 command, the AI never surrenders.  No matter how beaten and broken it is it keeps fighting, even if it has no money, all its units are dead, and its only planet is a dead asteroid.  (Yes, I've actually seen this happen).  However, as fleets grow larger the AI becomes more willing to surrender.

I find that usually the "hair-trigger" surrenders occur in very long games (2+ hours, at least) where the player amasses a giant fleet of doom and the AI is more or less just running away from it.  The AI really was already beaten long ago, and the exact straw that breaks the camel's back can feel quite arbitrary as a result.  Usually at this point you outnumber the AI at least 2:1, if not more, and its economy is starting to buckle under the upkeep and continual casualties.

In practice, short of just disabling this feature, there's no real way to solve it.  Some people want an AI that fights to the bitter end no matter how hopeless, others want an AI that makes its last-stand relatively early and then throws in the towel.  We're never going to get a "one size fits all" for both groups here.

Speaking of autocast superweapons, could the default state of superweapons be set to autocast OFF?  It's annoying as hell to build one, then have the first shot get fired at random.

YES PLEASE

The deliverance is really the only superweapon I ever set to autocast, and even then I usually have a target in mind upon completion...

Aye, I'm looking into this now. It's definitely too micro-heavy.

Great news!  Advent mines have always been way too much of an annoyance tactic.

Reply #409 Top

I love advent mines. So easy to clean especially if you play as vasari Kortul with shield restore and you even get experience from them. Other races mines are much more annoying for me because it takes so much time and a lot of micro.

 

Reply #410 Top

If your going to buff scout's ability to find mines, would you mind slightly buffing mines while your at it? 

(err, you all are already planing on revamping mines anyways, yes?)

Reply #411 Top

I'm really not expecting a mine revamp. Despite the thread.

 

:fox:

Reply #412 Top

I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter (I suppose 25 would be good, as the ability steals 25 AM). Currently, on autocast, all Disciples use steal antimatter on the target they are attacking, even if it has none left, at which point it becomes kinda useless... The other Disciple's ability to restore antimatter also suffers from the general targetting problems, you end up with 10 disciples restoring 5 AM/s on the same target, wasting 9 of the 10 ships abilities since it doesn't stack...

Reply #413 Top

Very minor bug find. You have a couple of strings for help tips in Diplomacy's load screen that aren't actually in the LoadScreen.WINDOW file, and thus will never appear. Basically it should be...

tipCount 36
tip "IDSLoadScreenTip00"
tip "IDSLoadScreenTip01"
...
tip "IDSLoadScreenTip34" - (This one was present already but the tip count was too low for it to be included)
tip "IDSLoadScreenTip35" - (This is in the English.str file but not in the WINDOW file)

Reply #414 Top

Quoting in-the-sun, reply 412
I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter (I suppose 25 would be good, as the ability steals 25 AM). Currently, on autocast, all Disciples use steal antimatter on the target they are attacking, even if it has none left, at which point it becomes kinda useless... The other Disciple's ability to restore antimatter also suffers from the general targetting problems, you end up with 10 disciples restoring 5 AM/s on the same target, wasting 9 of the 10 ships abilities since it doesn't stack...

This is a more general AI targeting issue

Reply #415 Top

Quoting SithLordAJ, reply 414



Quoting in-the-sun,
reply 412
I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter (I suppose 25 would be good, as the ability steals 25 AM). Currently, on autocast, all Disciples use steal antimatter on the target they are attacking, even if it has none left, at which point it becomes kinda useless... The other Disciple's ability to restore antimatter also suffers from the general targetting problems, you end up with 10 disciples restoring 5 AM/s on the same target, wasting 9 of the 10 ships abilities since it doesn't stack...



This is a more general AI targeting issue

It's almost worth disabling the transfer as you can end up with multiple ships all disabled for 10 seconds while they use the non-stacking transfer ability. Atleast the steal AM ability allows stacking and doesn't disable your ship.

Reply #416 Top

Quoting SithLordAJ, reply 414

This is a more general AI targeting issue

I hesitated quite a bit wether posting this here or there... It's true for transfer antimatter, it suffers from the general targetting problems, but steal antimatter in fact is good when multiple Disciples target the same ship, until it has no more AM. I have no modding experience, but from what I've read so far it seems that the steal antimatter part should be fixed by adding a condition that prevents it if a target has less AM than a certain threshold...

Quoting ZombiesRus5, reply 415

It's almost worth disabling the transfer as you can end up with multiple ships all disabled for 10 seconds while they use the non-stacking transfer ability. Atleast the steal AM ability allows stacking and doesn't disable your ship.

Yes I disable the autocast on transfer, and try to use it manually when some ship needs AM. Sometimes if my fleet is not too big, I also disable autocast on steal AM on some Disciples and try to use it manually... But it's very micro intensive.

Reply #417 Top

Quoting in-the-sun, reply 416

I hesitated quite a bit wether posting this here or there... It's true for transfer antimatter, it suffers from the general targetting problems, but steal antimatter in fact is good when multiple Disciples target the same ship, until it has no more AM. I have no modding experience, but from what I've read so far it seems that the steal antimatter part should be fixed by adding a condition that prevents it if a target has less AM than a certain threshold...

right... the Auto-cast targetting doesnt move on to another valid target even when the current target is no longer a good choice. It's not an issue with how the ability is coded, it's how the auto-targeting AI works.

Put another way: if you turn off auto-cast and do it yourself, do you have issues? If you do, then I apologize and this is something different.

Reply #418 Top

I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter

This would actually be a good aiUseTime... Something like AntiMatterExceedsAmount and have a sub-check of onlyAutoCastWhenTargetAntiMatterExceedsAmount. This would be REALLY useful for the Radiance's detonate antimatter ability as it only does damage when the target has antimatter.

 

Reply #419 Top

Quoting SithLordAJ, reply 417
Put another way: if you turn off auto-cast and do it yourself, do you have issues? If you do, then I apologize and this is something different.
 

You are right, there's no problem if autocast is off. The thing is I don't know where the limit of the modding possibilities is, and didn't know that particular bit about the targetting AI, so I was originally wondering if it could be fixed by a tweak on the ability file...

But yep I understand it better now I think. :)

--

Yes the Radiance detonate antimatter suffers from the same kind of issue...

Reply #420 Top

To the phasemissile vs advent subject;

Tec deals with it by using hoshis and armor+ hulls right?Well I think advents late game counter to the pm is the subjugator hull repair,only itdoesnt work right because it doesnt target like hoshi.So if they fix that Advent vs vas may be fixed and no need to touch pm.On top of that advent can research armor by +1 per level(granted high lab level) with no prereq.So to me there is already built in features for advent vs pm.Its just that they dont work as needed(intended) to work.

As far as carriers go,I dont really think their range is a huge issue.Yeah they can jump in and one shot something but it takes a long time to rebuild fighters and you can only jump in and out maybe a few times and your out of am which takes even longer to restore.So if you mass up enuf carriers to one shot a cap it is a huge investment to lose because it becomes worthless.More so than losing a low level cap.If you have invested enuf into anti sc then soon as am is low you can kill his entire fleet.Not a bad trade off.Its only a real problem when you have no anti sc and they do this because then you can never stop them.Trading a bomber fleet for one cap is generally a bad idea unless its like a level 6 marza.

The only issue I have with bomber fleets is when they raid.Later game someone can split a large bomber force up and run around your planets destroying everything and you cant catch them no matter what.Pji get killed so unless you have high level sb on every world you cannot stop them.I played a game not to long ago where this happened and I had largest fleet of the game.I was vasari and one of the reasons they did this was because I had kosturas.Well I researched grav well tec to speed up my force to catch them and got a maruader with its speed abilities and I still could not catch them to do significant damage.Since I had kosturas I couldnt build gates.I dont think gates would have even mattered.They just jumped as soon as something showed up.I had largest income while theirs was low so I had reason to defend my worlds and they didnt.It was just a time buying tactic so they could build their eco.

Reply #421 Top

Quoting MindsEye, reply 420
Tec deals with it by using hoshis and armor+ hulls right?Well I think advents late game counter to the pm is the subjugator hull repair,only itdoesnt work right because it doesnt target like hoshi.So if they fix that Advent vs vas may be fixed and no need to touch pm.On top of that advent can research armor by +1 per level(granted high lab level) with no prereq.So to me there is already built in features for advent vs pm.Its just that they dont work as needed(intended) to work.
Well, if the situation were setup the same as TEC, Advent would still be weak because Advent hp is mostly in shields (obviously not as bad; some trial and error would be need to see if its balanced), which get bypassed. However, we were discussing Subjugators possibly granting a phase missile block or something along these lines where we kill 2 birds with 1 kol.
Quoting MindsEye, reply 420
The only issue I have with bomber fleets is when they raid.Later game someone can split a large bomber force up and run around your planets destroying everything and you cant catch them no matter what.Pji get killed so unless you have high level sb on every world you cannot stop them.
Even if you have a SB, bombers are the easiest way to take out a SB.

But this gave me an idea: What if phase jump inhibitors were immune to strikecraft? It wouldnt eliminate the bomber problem, but it might help.

Reply #422 Top

Concerning strikecrafts, it might be a good idea to reduce their longevity after their carrier is destroyed. I don't know exactly how long they stay currently, but it feels like they have plenty of time to continue destroying things...

Reply #423 Top

I’m putting in a request here too, while we are at fixing the game, how about making the AI less prone too running away from fights and make them more aggressive at holding their ground.  Especially when it comes to being closer to their home worlds.  This really aggravates me when they cower out and run from fights.  Also it would be nice if the AI build more Capitalships in their fleets.  I’m so tired of only seeing 3 cap ships per fleet with the AI.  this is so BS.  Open up the AI a bit more and have them build those Capships.

 

Reply #424 Top

Wow, normally for me the AI builds too many Caps.

I commonly see 4-5 Akkans in a single late game fleet which is extremely annoying and not overly helpful to the AI (unless their plan is to spam Armistice so we can race our caps and bet money on them).  

Reply #425 Top

THe AI is STUPIDLY agressive, and fights far longer in a losing battle then it should, and generally have an appropriately balanced number of capital ships (you, have FAR to many)... 3 sounds about right. 

If the ai is running from every fight.... your fleet is far superior, and you seriously need to turn up the difficulty.

I am sorry, but your request reads to me like "make the ai suicide on my defences even more, AND have lower level capital ships to fight me with."