Possible ways to boost the AI

Ok, first off I need to make it clear that I do not play multiplayer so these changes are only going to be related to singleplayer.

First I would suggest more options, so that these things that would improve singleplayer play could be altered/turned off for multiplayer. This will make both sides happy hopefully.

AI types - I have a real hard time telling the difference between the aggressive, fortifier, researcher and economist AIs. I have been in the habit of watching the AI progress in my games as of late. Every 30 minutes or so I save the game and exit and check out how each AI is doing in various stats, credit income, metal/crystal, total research done etc.

I often find that the AI are not doing what their name suggests. Often the fortifier AI is out researching the research AI by an incredible margin, while in the actual game they are doing relativly well(so its not just that the research AI is half as powerful as the fortifier AI)

So to fix this here is what I would suggest.

The aggressive AI - It should do many more small raids. Sending in small groups of frigates to attack undefended metal and crystal extractors would really help. Currently the AI builds up a large force before attacking and is easily countered by forming your own large fleet. If the AI was able to do multiple hit and run raids it would be much more "aggressive". The AI should not only make attacks on the frontline planets but if it finds a weak planet deeper into enemy territory it should send its fleet there, or a hit and run raid. It may lose some ships going through enemy frontline planets but this will force the enemy to defend all planets not just the 'bottlenecks'.

The Fortifier AI - Well, this AI should fortify its planets. I rarely EVER see any of the AI building turret or hanger defenses. I would like to see the AI max out its planets with defenses much more often. Not only the fortifier AI but all the AI need to utilize these defenses more. Currently it is easy to swoop into an enemy planet and destroy all orbital structures before the AI is able to rally defenses. Oribtal defenses would at least provide a buffer while the AI can get ships in there.

Research AI - It needs to do more research. It should limit its fleet size to save income for research. Keeping a smaller higher tech fleet will give it more power in the late game. The research AI should move quickly to go after the high powered research object. For example, a Vasari research AI should move very quickly to get Returning Armada. It should keep its fleet population 'low' to have high income, once reaching returning armada it should expand its fleet cap to create an explosive fleet.

Economist AI - Not sure what to say about this AI, I find it does no better at making credits and resources than any other AI. It should be investing a heavy portion of its resources into building trade ports and refineries and researching items which improve its economy. It should also focus heavily on capturing the 'prebuilt' extractors. I am often able to quickly capture the extractors near the enemy home systems and it rarely ever tries to capture them back. The economy AI should try to maintain as many of the capturable extractors as possible, and defending them with small fleets to protect against enemy efforts to capture them. Doesn't need to repel enemy fleet, but repel lone ships sent to capture them should be easy.


Further thoughts on the AI weaknesses.

The easiest strategy to beat the AI, that I have found so far, is to maintain a very small fleet. This allows me to have a great income. Using this income I max out all planets with trade ports and refineries which further increases my income. At the same time I am investing massive amounts of resources into research, this allows my small fleet to repel the larger AI mob of junk ships. Playing as Vasari, I fortify all planets with maxed out tactical slots, using 1 phase stabilizer, 1-2 hanger defense, and lots of missile turrets. This provides plenty of buffer against the AI, if they attack, my small defense force uses the phase stabilizer to get there in time before anything major as been destroyed. Using scouts I am easily able to find planet the enemy has not bothered to defend and use a small strike force to take it over. The AI rarely makes a defense, or if it does, it is far too late.

Problems all the AI have - Lack of planet development. Both planetary upgrades(population, planet health, etc) and orbital structures. Late game there is no reason the AI should not have all of its main planets fully maxed out on planet upgrades, logistical structures and tactical structures.

AI increases its fleet size too early in the game, this really dampens the AI's income and screws it over.

All AI need to try to claim capturable extractors.

All AI need to spend more resources on research.

All AI need to build more orbital defenses.

In late game all AI should spend credits to level its capital ships up. It should have the credit income late game to be able to afford this easily, they are too worthless late game as level 1, they often die before they reach level 2 or 3.

When AI is attacking enemy planet it should not just attack the planet in the shortest distance possible. Currently you only need to place defenses in the area of the planet the phase lane is on. The AI should be able to skirt the perimeter of the gravity well and siege the planet from the least defended side. If there is no 'least defended side' the AI should attempt to strike vunerable targets such as trade ports/extractors/refineries. Phase stabilizers should be esspecially priortized targets as they will prevent defense fleets from arriving easily. Currently the AI rarely will attack the phase stabilizers which allows ample time to get a defense fleet over to the planet.

In the event of a planet being heavily defended by hanger defense, the AI should have all bombers dock and use only fighters and flak frigates until most enemy fighters are destroyed.



My suggestions to change items in the game beyond the AI.
Increase HP of planetary defenses. Not by too much, I would say give them shield systems. This would give them some more flavor as well as each race would get its hull/shield appropriate ratios. TEC would heave weak shields but heavy hull, advent heavy shield weaker hull. Total HP could remain the same as now, the shield mitigation would be the 'boost'.

Reduce fleet upkeep. The amount of income sucked up by fleet upkeep at the high levels is really quite silly. Especially for the AI. Reducing the upkeep would help the AI not get killed by a player who keeps his fleet small and highly researched. Alternativly, base upkeep off of USED ship slots rather than total ship slots. This way when the AI has his fleet wiped out, his income increases to rebuild, and will not penalty the AI for upgrading his fleet cap early on, as long as the AI doesn't spam tons of ships.

Fix the black market. Currently it is too cheap to buy resources. Even the 'boom' prices are jokingly cheap to buy and silly cheap to sell. Booms should allow prices to reach 2000 buy and 1500 sell. AI needs to play better with the market than it currently does.

There needs to be a planetary defense structure that is able to kill strike craft. Hanger defenses are less than effective at this. It is so easy to keep your strike craft docked in their carrier ships and let your flak frigates kill all hanger defense fighters/bombers, then unleash your strike craft to destroy enemy hanger defense/turret defenses. Turret batteries should either have their own flak mounted on them, or an entire new unit. The Flak turret can be created to protect against his threat.

Current turret defenses should be set as frigate defenses and a new turret defense for engaging larger targets created. They would be unable to attack the smaller ships but would do good damage to capitals and cruisers.

The reason for changing these turrets is that currently you can just spam the turret defenses on the side of the planet the AI will come in at and they will chew them up too easily.



That is all I have for now. I would like to state once again that for ALL of these changes I have NOT FOR A MOMENT considered player vs player gameplay. I believe player vs AI and player vs player gameplay is SO VASTLY DIFFERENT that there really should be two sets of gameplay rules for each one. In order to have a great Player vs AI gameplay you will probably have to have a not so hot Player vs Player. If there was a sort of option to distinguish the two game balances it would be fantastic.

Perhaps an option as "Competitive Play" which would enable a mod that was balanced for player vs player and took no consideration for what an AI requires to be challenging. This would give those people who love the online aspect of Sins of a Solar Empire the chance to have a game that was fantasically balanced for their gameplay while leaving room for those who only care about single player to have gameplay that makes the AI a real enjoyment to play.

I believe that attempting to create a game balance that gives both a challenging AI and great player vs player gameplay is not going to happen without major breakthroughs in AI programming, I believe the answer lies in seperating player vs AI and player vs player gameplay.

Comments/suggestions are welcome, but please do not turn this thread into a flame war. If you share a difference of opinion, by all means state it. But give your intelligent reasons for why, rather than just say it is a bad idea and calling people names. Also I know many of you will cringe at these ideas because you will think of them in the player vs player context but remember, I am not suggesting any of this be forced upon you in player vs player play.
23,427 views 9 replies
Reply #1 Top
Bless you for spelling 'turret' properly in every instance. I was starting to believe that the merciless 'turrents' had subverted every last person willing to communicate with real words.

To the topic, I suppose my views are a little simplistic compared to everything you took the time to write here but honestly, I don't feel that the game needs a major single vs. multi overhaul until the AI is at least 'trying' to use the resources it already has. If it can't make effective use of the tools that are already available, I don't see how adding more to the mix is going to make things any better.

I agree with your AI suggestions and would add that the AI needs to spend more resources 'period'. I can't tell you how many games I've played where I would jack the bounty on a given AI player from 0-30,000 and watch as seconds later, the AI would turn around and beat my bid. It's sitting on at least 30,000 credits and yet it can't be bothered to do anything with them short of running a handful of ships away from every battle and flinging a rogue fleet of siege frigates at me from time to time.

On the face of it, I also agree with your point about upkeeps (this has actually been a pet peeve of mine since release) and would suggest that, if nothing else, the research be returnable in some fashion and with some penalty, rather than be a static and permanent economic burden. I think that's a discussion for a different thread, however...

The need for a market fix should be obvious to anyone regardless of how they're playing. I'd be shocked if this wasn't changed in the next patch.

Anyway, I just don't feel that there needs to be a divide in balance between the single and multiplayer games. The problems are with the AI. The AI isn't using the tools it has available and I can't see how giving it more tools is going to improve that.


Reply #2 Top
It might help if the AI built torrents of turrets.

The AI's penchant for increasing its fleet size does seem to hinder it. Their use of the supply that they build up also seems questionable. How many times have I hit a planet that had 4 or 5 level 1 capital ships and discovered later that the AI in question was swimming in cash on hand? I could not begin to tell you.

The running away needs to be solved. I have faith that will happen.

The AI needs to learn to defend what it holds. Building more turrets and hangers would help. They, at least, cannot run away.

One note: In a game the other day, the AI moved around to the lesser defended side of a planet when attacking! I chortled in joy to see this as it was cleaning my clock.
Reply #4 Top
The easiest way to beat the AI?

Build defenses.

No, I'm not kidding. If I slap a dozen turrets in the system, put a pair of hanger bays in the middle, two repair yards and a planetary shield somewhere nearby, it'll hold up most of an AI late-game fleet for five or ten minutes, all by its lonesome.

I've had one such installation stop a 30-ship (including 2 capitals) flotilla cold. The remaining capital ship and 5 frigates ran deeper into my systems and THAT actually caused me some problems.

The AI will engage whatever is directly between its entry point and the planet. If a civilian structure is near 10 turrets and especially if it's near a repair yard, priority for military structures should go up. If it's barely in range of 1 turret, do what a human would do; kill the civilian structure, roast the planet, and find something else to do besides getting smacked by stationary objects.
Reply #5 Top
Would like to add one more thing that I think would be great(read it in another thread). An option to disable the black market. It may be an integral part of the game, but no more so than pirates, and we can disable them. I'd really like to play a game where it is important to be able to manage not only your credit income but your metal and crystal income. Currently, you really just need to mass credits. In previous versions you just needed to mass something and you could use the market to exchange it to what you need.

As far as the AI goes. I am not sure how easy it would be for the devs to change the 'brain' code to get it to use what it has better. Coming from Supreme Commander, the game had an amazing AI system, but it was poorly done and the company kept promising to make it better and better, but it kept taking so long I grew bored of the game, even if there is a great AI for it now, I am burned out and won't return for a long time. I don't want the same to happen here, don't want it to take so long for them to get the AI to a good level that I get burned out on Sins. So if we can get some easy changes in that make it hard without taking a long time to implement then great.
Reply #6 Top
Another thing I have noticed is that the AI will sometimes try so hard to save up money to buy capital ships or other expensive items that it will ignore empty crystal or metal asteroids that it could build extractors on, or ignore planets that need population upgrades.

I have seen the AI actually go into a negative income because i killed off several extractors and trade ports at some of its planets and it was trying to save up for something, but it went into negative income and just stopped doing anything.
Reply #7 Top
They need to do something...

Even multiples of enemies are no problem to fight...all hard.

I've seen them jump through a gravity well going somewhere else only to get chewed up by my packed defenses on that planet.

And with the latest patch...all the AI is screwed up..even my own ships got stupid...
Reply #8 Top
Your suggestions for the AI are quite specific. Have the devs ever considered allowing programmable AI's? In fact, what is the AI programmed in? I know a lot of games use python, and it's very easy to make new AI's if the game is capable of reading them.

Your easiest way to beat the AI is fairly complex. I find building LRMs and a few flaks allows me to stomp all over the AI. One of the biggest problems I've noticed with the AI is that they always mass light frigates (chewed by LRM's) and sometimes move to large numbers of carriers (stomped by flak frigs).

I haven't seen any AI code so I can't say this for certain, but it seems like they don't make too much use of scouting. In 1.03 the AI is really pathetic since their favorite ship (siege frig) is so nerfed that it makes more sense to build capital ships instead (although they appear to be generally improved in 1.03).
Reply #9 Top
I agree with most of your post but one thing I think people should really look at is your idea of a separate mode for online play and single player play. This would stop the buffs to siege frigates.