I want "Effect" that can order to AI through MOD scripts to do things that only player will do.
it looks many people feel that the AI has gotten stronger with recent updates, however AI has a lot to improve, including bugs. They still need unfairy difficulty bonuses.
What is "better" or "worse", it changes frequently with updates. Therefore it is cruel to ask Paradox for improvement each update. (exception for bugs that inconsistent behavior)
I am challenging of make AI smart enough to beat 25x endgame crisis or skilled Player even if without Difficulty Bonus.
However, I feel that there are so many actions that player can do but AI cannot.
For e.g,
AI cannot effectively manage Ecumenopolis or Ringworld. There is no AI weighting for manual resettlement and Planetary-Ascension etc in the script.
AI cannot use fleet manager/design and reinforcement command either. and so AI will construct only 20-25 ships at same time, regardless of number of shipyards they have, try to deploys multiple Titans into one fleet, etc.
Even if want to hire newly Leader beyond the cap depending on the situation, the AI will stupidly follow basic rules.
These are all hardcoded and cannot be modified.
It may be impossible to delegate to script all decision AI do.
(But... at least I would like Paradox to list maximum number of shipyards that AI can use in Define, in addition to be able to dynamically change the value of Define, or make it controllable by game_rule)
I don't think it's difficult to create "Effect" that can order actions that we usually do with non-UI. (At that time, must pay resource cost. if could't pay, the order Effect is ignored.)
If implemented, it will allow to design high flexible AI with event modding.
On a different note, it would be even more fun if multiple user-created AI mods could co-exist and be set into each customized Empires as AI-Personality.
I wish stellaris2 would be
Thanks for reading the long post.
it looks many people feel that the AI has gotten stronger with recent updates, however AI has a lot to improve, including bugs. They still need unfairy difficulty bonuses.
What is "better" or "worse", it changes frequently with updates. Therefore it is cruel to ask Paradox for improvement each update. (exception for bugs that inconsistent behavior)
I am challenging of make AI smart enough to beat 25x endgame crisis or skilled Player even if without Difficulty Bonus.
However, I feel that there are so many actions that player can do but AI cannot.
For e.g,
AI cannot effectively manage Ecumenopolis or Ringworld. There is no AI weighting for manual resettlement and Planetary-Ascension etc in the script.
AI cannot use fleet manager/design and reinforcement command either. and so AI will construct only 20-25 ships at same time, regardless of number of shipyards they have, try to deploys multiple Titans into one fleet, etc.
Even if want to hire newly Leader beyond the cap depending on the situation, the AI will stupidly follow basic rules.
These are all hardcoded and cannot be modified.
It may be impossible to delegate to script all decision AI do.
(But... at least I would like Paradox to list maximum number of shipyards that AI can use in Define, in addition to be able to dynamically change the value of Define, or make it controllable by game_rule)
I don't think it's difficult to create "Effect" that can order actions that we usually do with non-UI. (At that time, must pay resource cost. if could't pay, the order Effect is ignored.)
If implemented, it will allow to design high flexible AI with event modding.
On a different note, it would be even more fun if multiple user-created AI mods could co-exist and be set into each customized Empires as AI-Personality.
I wish stellaris2 would be
Thanks for reading the long post.