A.I. ??

Was excited to play a Sins where the A.I. was not staight up retarded.  To my dismay, last night, the A.I. in rebellion did the same thing it has always done.  Leaves a capital ship in my gravity well to die when it has no hope of inflicting any damage at all.  It can't be that hard to tell an A.I. capital ship to flee at 50% health unless it's target is at 20% health.

If I knew this was still the case, I'd have never purchased this game even thought it only cost me $29. 

Please patch/fix.

Other than this deal-breaker issue, I find Sins to be an awesome game. 

16,830 views 17 replies
Reply #1 Top

Usually they do retreat if they're outnumbered badly, or will retreat individual ships that are taking heavy damage, unless its the middle of some huge battle. What difficulty were you playing on?

Reply #2 Top

The AI does seem overall better, especially early game, but is still quite hit or miss. I can't remember a single game I've played where the AI doesn't do something stupid every now and then though, I just usually laugh and ignore it and don't care to remember it later on unless it happens a lot.

Reply #3 Top

Only time I saw a capital ship or whatever just sitting somewhere regardless of health is when the AI has been defeated, but yeah...a couple of nights ago I just encountered the whole scout ships thing. You know, find a home planet at some point with 30 or so scout ships in the corner. xD

Also, AIs that you're allied with suck at taking order requests...

*orders AI who has a massive fleet to protect your planet that's under attacked and your fleet won't reach it in time**

AI: I'm on it! *just sits there right next your planet doing nothing*

*planet well gets destroyed, enemy leaves, THEN your ally enters your planet*

AI: Mission accomplished!

You: I hate you...

Reply #4 Top

other than the fleeing at first sign of danger (even at their own HW) and their inability to fulfill requests I haven't seen that much stupidity from the AI (not more than is normal anyway).  That said I have played against some really stupid AI's. like the original Starcraft AI.......they upgraded it a few years ago and I can still kick its arse.

Reply #5 Top

AIs tend to not retreat if you have phase jump inhibitors in the gravity well.

Reply #6 Top

The AI can be a bit odd. I have seen them do the proper "retreat when capital ship is heavily damaged" and have seen them go kamikaze. Often times all in the same game.

Reply #7 Top

I've seen the AI do stupid things, such as jump ships to a planet, retreat immediately, then jump back. The oddest thing I've seen by far is them retreating one or more heavily damaged ships, then sending them right back to where they fled from.

Reply #8 Top

Ah yes, Lavo_2, I recall that happening too often in original Sins and the first sequel/expansion.  So, everyone, it seems the tactical AI is about the same but perhaps the strategic/research is improved?  That's better than nothing, I suppose.  Hard for me to get excited about beating an enemy who throws away ships they spent hard earned money on (and no I didn't have jump inhibitors)

Reply #9 Top

Quoting cptblock, reply 9
Ah yes, Lavo_2, I recall that happening too often in original Sins and the first sequel/expansion. So, everyone, it seems the tactical AI is about the same but perhaps the strategic/research is improved? That's better than nothing, I suppose. Hard for me to get excited about beating an enemy who throws away ships they spent hard earned money on (and no I didn't have jump inhibitors)
End of cptblock's quote

Your micromanagement is always going to make your ships better than any AIs. If you want to know what its like to be an AI, go online and I'm sure some folks there will be glad to show you. :P

Tactically the AI is a bit better at using abilities, and capitalships will use ultimates (not something that was in original Sins), so that's something too.

Reply #10 Top

Ive seen my freindly ai attack the vicious ai(Along with me) and when i retreated he did too.. He then continued to go to the gravity well contains the vicious ais ridiculous fleet. He did this like 20 more times attacking and retreating XD 

Reply #11 Top


Was excited to play a Sins where the A.I. was not staight up retarded.  To my dismay, last night, the A.I. in rebellion did the same thing it has always done.  Leaves a capital ship in my gravity well to die when it has no hope of inflicting any damage at all.  It can't be that hard to tell an A.I. capital ship to flee at 50% health unless it's target is at 20% health.
End of quote

How much do you expect out of AI?  It's just a computer algorithm after all.

Have you ever considered playing the game against human players in online multiplayer?  Why play AI when you could play against real people?

Reply #12 Top

My problem with the AI is that it wont interact with each others. I've created a map, where I play against 6 AI players. With two of them, I want to create diplomatic pacts, while I fight the remaining four.

 

Both allies have good terms with each other and I'm in the middle of them, but they clash together in my terretory and their reputation is going down the river if they do. It would be nice, if they can at least form non aggression pacts, if they are on good terms. They had something like +7/+8 to each other in both ways and still attacked.

 

I had no winning settings or options, so there was no restriction. It may be the case, that the deactivated 'diplomacy victory' button also deactivated the AI diplomacy to other AIs, but it was illogical.

 

Another thing is, that the Tech-loyalist AI won't build two starbases. I do not know if this may have to do something with the starbase upgrade mod I've installed, which enables the starbases to have 24 upgrade slots.

Reply #13 Top

Regarding TEC L not building two Starbases, maybe the devs could make this faction HAVE to build two in tandem, maybe for the price of 1.5?

 

Reply #14 Top

Are you sure the AI researched the tech? I've seen the AI build 4 SBs in a single grav well in SoGE.

Reply #15 Top

Quoting shevanoquam, reply 13
My problem with the AI is that it wont interact with each others. I've created a map, where I play against 6 AI players. With two of them, I want to create diplomatic pacts, while I fight the remaining four.

 

Both allies have good terms with each other and I'm in the middle of them, but they clash together in my terretory and their reputation is going down the river if they do. It would be nice, if they can at least form non aggression pacts, if they are on good terms. They had something like +7/+8 to each other in both ways and still attacked.

 

I had no winning settings or options, so there was no restriction. It may be the case, that the deactivated 'diplomacy victory' button also deactivated the AI diplomacy to other AIs, but it was illogical.

 

Another thing is, that the Tech-loyalist AI won't build two starbases. I do not know if this may have to do something with the starbase upgrade mod I've installed, which enables the starbases to have 24 upgrade slots.
End of shevanoquam's quote

They do sign cease fires with each other sometimes... they don't ever seem to sign peace treaties with anyone but the player however unless they are set to the same team pre game. Generally if you want them to sign cease fires, I've found its best to hold off on signing a cease fire with them yourself until they form some alliances.

Reply #16 Top

I've gotten the impression that some AI's will repeatedly send their ships back and forth into a battle because of a changing situation that's just on the line, as in one moment the enemy fleet or their own fleet is too big or small to continue the battle, so they retreat, next thing it's the other way around and they send their ships back.  Usually sending in my own ships to "tip the balance" stops them from doing it over and over.

 

I've been playing on whatever difficulty is after hard mode and the only thing I noticed is that it's extremely easy to get an AI to sign a cease fire... takes like 10-20 minutes depending on your resources.  I always end up being the fox watching a lion and tiger fight in FFA so early game it's pretty relaxing

 

 

Reply #17 Top

Quoting shevanoquam, reply 13

Another thing is, that the Tech-loyalist AI won't build two starbases. I do not know if this may have to do something with the starbase upgrade mod I've installed, which enables the starbases to have 24 upgrade slots.
End of shevanoquam's quote

Did you make this mod or find it?  Any chance I could get it somewhere?

-Twi