AI stuck with higher than average resource costs

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posted on November 1st, 2010, 11:04 pm
Last edited by Tok`ra on November 2nd, 2010, 12:27 am, edited 1 time in total.
I've noticed that with higher than average resource costs, the AI tends to get stuck quite easily, posting here as its more of a balance issue than bug.


edit: testing it now, so far with AI cost modifier set to 0 and global cost modifier set to 3.0, the AI is unable to produce a mining station.



Looks like yard is before mining station in the build list, meaning the AI builds the yard, and is unable to do anything else after that.


edit: seems to varry based on race. With normal AI, no AI build cost modifer in the SP options, dont go higher than 2.0 global build cost w/o expecting a possible dead AI, as the AI tends to focus on 2 yards, THEN mining stations, and that can eat up the cash fast.
posted on November 2nd, 2010, 12:41 am
Should see what it does to the Borg.  Gotta be really careful raising build costs on AI Borg.
posted on November 2nd, 2010, 1:04 am
The AI has always reacted unstably with those modifiers (and infinite funds) - best to set your own only, as the AI is getting reduced rates anyway. :) FO's AI is a bit more prone to some changes than Stock (like build time changes) because its AI is optimized in the build lists, and thus units take up the optimum amount of time to build right alongside tech levels.
posted on November 2nd, 2010, 1:52 am
Dominus_Noctis wrote:The AI has always reacted unstably with those modifiers (and infinite funds) - best to set your own only, as the AI is getting reduced rates anyway. :) FO's AI is a bit more prone to some changes than Stock (like build time changes) because its AI is optimized in the build lists, and thus units take up the optimum amount of time to build right alongside tech levels.


yes, I know SP balance is borked :p
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