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There are rare 4x games where it takes some ingenuity to defeat the AI. MOO:CTS was actually a harder game than it is now, about 3 or 4 patches ago. The AIs were more aggressive and built actual warships earlier in the game, as opposed to the "colony ship spam" that characterizes the AI early game building program currently. The Devs listened to all sorts of input from too many players, and ended up screwing the pooch.
Consequently, as you mentioned, the player often has the game well in hand long before formal victory conditions are achieved. As a result, a lot of us try various handicaps, beyond that conferred by level of diffficulty, to add interest.
I've basically exhausted the vanilla game possibilities, and am currently trying out Spud's 4x mod, which he claims significantly increases AI race competitiveness. I'm not far enough into the game yet to comment one way or the other, but I'm hopeful.
The real problem is them settling those colonies and then not developing them properly.
2. The AI is programmed to ask someone for a deal not more often than every 15 turns, and it can't ask the same deal twice in 25 turns. This can be modded as well. I don't know why they consider research treaties to be so valuable, but if you mod them to make them cheaper, the AI asks for less and will sometimes as you for them. The penalty for not voting for them at the council can also be removed with mods. Getting them to ally with each other is tougher.
3. This might be moddable. I toyed with the settings, but I don't know if they actually took effect.
4. The AI sucks at invading people, but you can at least mod their invasionInclination to increase the likelyhood that they'll go for it.
5. This one was a design decision. The devs felt it would be too "gamey" if everyone piled on the score leader when they got ahead, even though that's what human players would do.
4x AI's are rarely any good. I assume it's rather hard to program one. The devs did as bad or good as any other 4x, and like many games they gave the AI unfair advantages on harder difficulties to create an artificial challenge. However, the devs also didn't set their own AI parameters at the optimal levels, and this can be adjusted through modding. Since the devs have given up on this game, modding is all we have left...
@frdnwsm I've made more improvements for the next update this Friday. I've adjusted the AI settings to be about as good as they can get, I think.
I'm eager to see how the planetary defences have improved in tactical combat.
It is when it's unaccompanied by production of protecting warships. I've had games where I just spam a few frigates and troop ships and totally gobble up my nearest AI neighbor early in the game. I end up basically doubling my number of colonies, which is a huge long term edge.
My biggest gripe about the AI is, when playing in any size galaxy with at least two AI, they seem to always disregard personal space. I get nervous whenever they colonize a planet next to me and I'm always tempted to attack them, which I do, hoping they get the message to expand somewhere else that's not near me, but that never happens. Instead the game is over in about 100-200 turns because I end up simultaneously declaring war on EVERY AI in the game.
I hate it. The AI should be tweaked so that it "thinks more logically like a human", or something like that, that way I can play a more chill and laid-back type of game against the AI.
Not much we can do about this one unfortunately.
There's a bunch of virtual on/off switches ... if 01100101110110 occurs, then 110111001000101 happens. Wheee.
What the computer CAN do is run many thousands of calculations in fractions of a second, which is why the best chess programs can beat all but the very strongest of human players.
Thank you for that very unhelpful and unnecessary comment 😂
Agreed 😂
No problem! Only too happy to shed light into the darkness.
The AI races need some help to be competitive. Their ship designs tend to favor energy weapons, which leaves them vulnerable to missiles, as you have discovered. So, I often restrict my ship designs to exclude missiles entirely, which puts me on the same footing as they are.
The Antarans are a bit more challenging than the stock AI races, simply because of the numbers in which they appear.
'Here, take this fusion bomb and declare war on this race!...
...NO?
Well, too bad, I'm gonna drop from Relaxed to Guarded. Non-Agression pact, trade treaties? No, I'm gonna be salty because you didn't just declare war on someone for me!'
If anyone can point me to a mod that fixes this I'm downloading it yesterday!
Well, remember, you are dealing with AI that when they offer to trade charts with you in exchange for your charts, and you decline, you end up rustling their jimmies 😂 so none of that is a big surprise to me 😂