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READ ONLY Backup - Star Trek Fan Games - View topic - Basic AI
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 Basic AI 
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Crewman
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Joined: 15 May 2005, 01:00
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07 Mar 2014, 11:23
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Admiral
Admiral
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:bigthumb:

I posted a few issues there already.

BTW, I don't think I managed to get a trade pact with a neutral minor, will check again.


07 Mar 2014, 14:57
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Admiral
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Those required regard levels you posted, they seem more to be the Attitude level of the AI after you sign one of those agreements? Like its unified when they accept membership etc. (cease-fire cannot require neutral for example,or it is moot)
Also, in the game currently Open Borders includes trade and travel - I dont think there is a Trade Pact agreement by itself.


07 Mar 2014, 19:56
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Ship Engineer
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Location: Space is disease and danger, wrapped in darkness and silence!
For starters:

1.) Would be nice to have major races under AI, mostly Klingon and Dominion, declare war on and invade some minors. More diplomatic action from the Feds for minors to join would be trek like. For the Cards and Romulans I see eventually more spy pressuring of minors to join or to weaken minor for invasion.
2.) Think we will need to address spying and diplomacy before we can push out all the possibilities in AI. We could be getting ahead of ourselves a bit trying to control things that do not exist. One example is I would like the AI, even if it is a human controlled major, to be able to open trade routes based on good diplomatic relations.
3.) For the non AI issues it would be very helpful for game play to have diplomatic relations available to Major races to share ship range and see past the fog of war restrictions by adding in what the other guy can see.
4.) For intelligence it would be nice to get a lifting of fog of war into the other guys space even if you do not have good relations with a major or minor race.


07 Mar 2014, 22:14
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Admiral
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08 Mar 2014, 11:45
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Admiral
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It appears that the AI is first checking to see if it needs to build additional farms and then trying to activate any inactive ones?


09 Mar 2014, 00:11
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Ship Engineer
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09 Mar 2014, 03:17
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Admiral
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Shipbuilding

As with Scouts, there should be a fail safe for building Colony Ships, in case they're not set in the starting conditions - otherwise it'll take 20/30 turns for the first one to be built. Try to build 1 (minors) or 2 (empires) ?
Maybe do something like:

Scout
Colony
(empires: Scout)
(empires: Colony)
Construction

The number of Scouts could depend on map size, while at it. They will be useful in combat too.

Minors could also try to build Command Ships, if they have them in their techtree. Some do.

I haven't noticed minors building Cruisers, only FastAttacks. Also, having them build the same amount of them, they have different upkeeps and stats; they should probably be built in a 2:3 proportion or so.


Diplomacy

Regard points, instead of being eliminated after 10 turns, could be eliminated in blocks of 10 points each 10 turns, so that a larger offer would last longer in terms of relations boost.

If membering a minor will eventually net you their ships too, then buying them off cannot just be a matter of Regard points as implemented right now.


11 Mar 2014, 19:48
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Admiral
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13 Mar 2014, 12:04
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