A few weeks RTSguru.com was taking your questions that would be asked of the Sins of a Solar Empire dev team, and today they have posted the Q&A!

What sorts of AI improvements will we be seeing?

We’re working on a number of things with the AI that spans many areas ranging from improved autocasting, to better movement code, plus making it possible for the AI to handle our new victory conditions and more. For existing players it’ll likely be more noticeable as a “sum of the parts” than many huge shifts.

Read the full Q&A at RTSguru!


Comments (Page 1)
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on Jan 11, 2012

Interesting!

on Jan 11, 2012

Sweet. The AI progressions from Vanilla to Trinity were already a quantum leap. I remember playing diplomacy after a few updates and having the AI run a two pronged attack against me, test weaker defenses etc. They still sometimes will fly straight into an Argonev however. I am looking forward to an ever smarter aggressor in Rebellion.

on Jan 11, 2012

If they were to ever make the AI significantly moddable I'm sure we would see some astounding improvements from the community without any more work from the devs.

on Jan 11, 2012

EEEEEEEE!!!!!!!!

 

"We’re also working on a way to share maps, but more info on this will have to come later."

 

"We’re still looking into multiplayer enhancements but hope to implement some form of auto-matching or player ranking system."

on Jan 12, 2012

Very tidy tidbits of information. It should be quite interesting to play the new victory conditions, although perhaps the regular "deathmatch" mode will continue to be best. Variety is a good thing in this case.

Changes to culture should be interesting as well.

Information about rebellion continues to slither out of the developers cave. I am very happy with what has been released so far, and think Rebellion will be worth it.

I am guessing it will not be released in Q1 2012, and that is fine with me. I still have much to learn in Trinity, so I say take your time and make it a masterpiece.

on Jan 12, 2012

Wow...that tells me nothing.

on Jan 12, 2012

wbino - this QA actually has more info in it than the previous one, which only had answers like "We're not going to do anything about it" or "We may consider doing something about it" or "We'll do something about it but we're tactically not going to tell you now *trollface* ". Oh and there was also this fascinating news about Titans being able to phase jump >.>

on Jan 14, 2012

Will there be changes to fleet management? I would like to be able to easily add and remove ships from a fleet & select which ship is to be the fleet leader. Basically, will there be any changes to the way fleets and ships are ordered around?

There are no plans to change this presently. It’s already possible to add/remove ships from a fleet and select a new fleet leader using the existing features and a couple keys.
 
 
How do you do this?  Change the leader I mean?  The only way I have found is to disassemble the fleet and then reassemble it making sure the first ship I select is the one I want to be the leader.
on Jan 14, 2012

Wrath89
If they were to ever make the AI significantly moddable I'm sure we would see some astounding improvements from the community without any more work from the devs.

Listen, and memorize these words. Here it is: "MODS ARE NOT THE SOLUTION TO EVERYTHING, AND OFFICIAL DEVELOPMENT FOR A FEATURE IS ALWAYS SUPERIOR THAN DEVELOPMENT FOR THE SAME FEATURE". After youve memorized these words, chisile them into a rock. After youve chisiled them into a rock, place the rock in either your strongest hand, or perhaps both, and proceed to hit yourself in the skull with it.

With luck, perhaps you will serve as an example to the rest of the community and this message will finally sink in to the rest of the world and generations of forum users to come.

on Jan 14, 2012

...

 

JCD-Bionicman ... you have heard of Age of Empires 2 right?

on Jan 14, 2012

Bazkur
How do you do this?  Change the leader I mean?  The only way I have found is to disassemble the fleet and then reassemble it making sure the first ship I select is the one I want to be the leader.
Select fleet, tab to the thing you want to be the leader, click "create fleet". No need to disassemble the fleet.

on Jan 14, 2012

JCD-Bionicman
OFFICIAL DEVELOPMENT FOR A FEATURE IS ALWAYS SUPERIOR THAN DEVELOPMENT FOR THE SAME FEATURE

Development is development.  If it's what the players want, then it doesn't matter who does it, as long as it get's done.

AI scripting is one of the hardest things to do and get right.  The development team has to focus on a lot of different things, and can only follow a game for so long after it's release before they have to get to work on other projects.  The more time they spend on AI, the more other parts suffer, the more they spend on the other parts, the less goes into the AI.  Making the AI script-able, mod-able, changeable by modders and players of the game allows for a far superior AI to be created.  Imagine what we'd have right now almost 4 years after the initial release of Sins if the AI was script-able from the very beginning?  It wouldn't be on par with a human player who camps out on ICO most days, but after 4 years of free development by the community, the official developers could take what works and use it with their own tweaks and then send it all back out to us to continue working on.  Having 15 people working on a piece is far superior to having 2 people.

If you think turning something over to a large community of people who are just as talented, just as creative, and just as devoted as official team members (albeit unpaid) is foolish or stupid or never as good, then I hope you never have to supervise anyone or run a business.  Free labor is a beautiful thing.  Free tech support is a beautiful thing.  Free publicity is a wonderful dream.  Free upgrades to your game that get more people to buy it years after release is a godsend.

Mods may not be the solution to everything, but they sure as hell can fill in the gaps, and can definitely improve upon what was given to the community.  This is true for all games.  After you've memorized these words, chisel them into a rock.  After you've chiseled them into a rock, place the rock in your strongest hand, or perhaps both, and proceed to hit yourself in the skull with it.  With luck, perhaps you will serve as an example to the rest of the community and this message will finally sink in to the rest of the world and generations of forum users to come.

on Jan 14, 2012

My 2 cents:
making something moddable = no problem.
making something moddable and neglecting it altogether (Total War series AI by Creative Assembly anyone? Lines of AI riflemen not making a single shot, but instead charging with bayonets and getting shredded by your riflemen for NO reason whatsoever??) = problem.
Not making something moddable and neglecting it = thanks, but no thanks.

on Jan 14, 2012

JCD-Bionicman
Listen, and memorize these words. Here it is: "MODS ARE NOT THE SOLUTION TO EVERYTHING, AND OFFICIAL DEVELOPMENT FOR A FEATURE IS ALWAYS SUPERIOR THAN DEVELOPMENT FOR THE SAME FEATURE". After youve memorized these words, chisile them into a rock. After youve chisiled them into a rock, place the rock in either your strongest hand, or perhaps both, and proceed to hit yourself in the skull with it.

With luck, perhaps you will serve as an example to the rest of the community and this message will finally sink in to the rest of the world and generations of forum users to come.

Lol? How about backing up your belief with rational argument instead of moronic insults?

The reason I support the modders as I do is that they have proven many times that they are extremely technically capable. They have collectively created an amazing amount of content in hundreds of mods, not to mention the graphic design and balancing attempts. They know how the game works and how to make modifications to improve it - and are quite good at what they do.

The developers, on the other hand, often take a long time to do things... to take a very simple example, how long did it take for the Illuminator bug to get fixed? More than a year, was it? And compare the amount of content released through Diplomacy and Entrenchment and compare it to the amount of new content a random Sins mod could add. Modders have the time and ability to put in to fix and create things; the developers are constantly working for a paycheck, and are mostly involved with other projects.

If the developers opened up the core of Sins even more to modders (such as for improving the AI, or more control over the UI), the modders WOULD be able to make improvements on the current system of things. Through a mod, at least.

All this said, a mod alone is not going to be enough to actually fix the problems, because mods are not official, and only the few players who know about it will be able to play like that (and only with each other). My argument is that if the developers give the modders more access to core Sins functionality, the modders would be able to make significant improvements to the way things are, and (hopefully) the developers would simply give an "OK" and then copy/paste the code to go into the official game.

If you disagree please explain why instead of just telling me to hit myself with a rock, please?

on Jan 14, 2012

Wrath89
the modders would be able to make significant improvements to the way things are, and (hopefully) the developers would simply give an "OK" and then copy/paste the code to go into the official game.
Haven't heard of that happening - ever. There is some legal barrier stopping that from happening, I am afraid.

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