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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1749507 times)

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7500 on: December 10, 2018, 06:25:02 pm »

Does anyone know how to change what the AI decides to build for the Federation fleet?

Right now the AI is constantly sending waves of corvettes into my space. I can't figure out how to get them to maybe build something else. I didn't even ask them to do this, they just constantly send them in. I tried using the fleet manager on it, but all it did was make it so I build the other ships.

USEC_OFFICER

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7501 on: December 10, 2018, 06:47:52 pm »

With people wondering how to fill ringworlds... Does excess food production no longer increase population growth? Otherwise it seems like you could have exponential pop growth by devoting it tit food production.

Growth from excess food doesn't seem to be a thing now, as far as I can tell. But you can set a policy to increase food consumption by 33% to get +10% more pop growth so... it doesn't really balance out.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7502 on: December 10, 2018, 06:54:39 pm »

Yeah, other than that, there's a planetary decision to spend 1000 food to get +25% more pop growth rate, but that's it as far as I know.

Does anyone know how to change what the AI decides to build for the Federation fleet?

Right now the AI is constantly sending waves of corvettes into my space. I can't figure out how to get them to maybe build something else. I didn't even ask them to do this, they just constantly send them in. I tried using the fleet manager on it, but all it did was make it so I build the other ships.

I don't think there's any way to influence it in game, and I'm not even sure about modding.  I think the reason it's only building corvettes is the same reason that AIs seem to be stuck doing that in general - ships cost a ton of alloys and they probably don't even have the resources to build much more.
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Whivy

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7503 on: December 11, 2018, 04:08:19 am »

I see you all having multiple AI problems, especially in sector managements, but on my side things are going pretty much ok (IA is building thing, declaring war, etc...). I have the gladius AI mod tho, maybe it helps a lot compared to the vanilla AI ?
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7504 on: December 11, 2018, 08:40:43 am »

Yeah, unsurprisingly the mod to make AI better makes AI better.

I'll say, even if the AI mod is pretty good (no idea if it is, having not tried it myself, but I'd hope so) the basic state of the AI is really unacceptable, mods shouldn't have to add even basic functionality to the game.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7505 on: December 11, 2018, 09:53:43 am »

Members on Paradox's forums seem to agree that Glavius(?)'s mod does make the AI work much better even in 2.2.  It's kind of funny, since I have no idea what a modder could change that would make the AI work better than what the developers already do.  My guess is that the mod must give the AI some kinds of cheats, since if it's just adjusting build weights or other mod adjustable parameters, the developers would quickly adjust their own numbers to be closer to it.  I'm pretty sure I saw something about at least one AI mod giving the AI instant troop transports to get around the "bombarding a planet for 50 years" bug, for example.

In my unmodded game, I was at first thinking that the AI was working okay, but now that I'm past the mid game I see that it's not.  There's been one early war, plus lots of insults, rivalries and other diplomatic actions between the AI actors, but by 2320 it looks like the biggest fleet is mine at around 5K fleet power.  Not sure if it's just the alloy shortage to blame either, since according to the score screen my empire has about twice the economic power of the next best empire, and over four times the research points.  Those aren't limited by alloys.  This is on captain difficulty, so the AI has some cheats to boost its economy, but not like grand admiral.

Unrelated to that, but I'm not sure that the droid and synthetics upgrades are working now.  I know something was changed related to this, but after researching both techs, nothing seems to have changed.  I still have "robotic worker" pops instead of synthetics.  Do the robots just get a production bonus now?  I also don't seem to have any increase in consumer goods or housing after researching it either, despite also giving AI citizen rights, and the robots' species rights say they're still under servitude.
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Il Palazzo

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7506 on: December 11, 2018, 10:13:08 am »

Unrelated to that, but I'm not sure that the droid and synthetics upgrades are working now.  I know something was changed related to this, but after researching both techs, nothing seems to have changed.  I still have "robotic worker" pops instead of synthetics.  Do the robots just get a production bonus now?  I also don't seem to have any increase in consumer goods or housing after researching it either, despite also giving AI citizen rights, and the robots' species rights say they're still under servitude.
If you read the description for the techs carefully, they work differently now. Each upgrade allows the same robotic pops to work higher-tier jobs (worker->specialist->ruler). They don't get any more productive.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7507 on: December 11, 2018, 10:32:24 am »

Interesting.  I'll have to recheck my pop worker distribution when I get home then.

I'm probably missing something, but that feels like it almost makes droids and synthetics useless techs unless you plan to go for the synthetic ascension route, because I mostly build robots to fill the lowest worker stratum jobs anyway.  I assume droids can still colonize, so that's one benefit, and you can resettle them to work important jobs on other planets if in a pinch I suppose.
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Kot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7508 on: December 11, 2018, 11:04:43 am »

I believe there's bunch of various AI bugs. One of most noticeable ones is apparently Precinct spam where they just rack up insane numbers of cops, throwing a big log into the wheels of any criminal corporations, but at the same time shooting themselves in the foot. I wouldn't be surprised if, thanks to Paradox Coding, the mods just get rid of some stupid things that make them just spam buildings like that and the core is actually working.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7509 on: December 11, 2018, 11:38:11 am »

Members on Paradox's forums seem to agree that Glavius(?)'s mod does make the AI work much better even in 2.2.  It's kind of funny, since I have no idea what a modder could change that would make the AI work better than what the developers already do.  My guess is that the mod must give the AI some kinds of cheats, since if it's just adjusting build weights or other mod adjustable parameters, the developers would quickly adjust their own numbers to be closer to it.  I'm pretty sure I saw something about at least one AI mod giving the AI instant troop transports to get around the "bombarding a planet for 50 years" bug, for example.

I honestly think this is giving way too much credit to paradox devs and/or not enough to the modders. I find it fully believable that the paradox devs simply don't actually play test the game to the point where some stuff (not everything obviously, but quite a bit) can be fixed with weighting. I mean, clearly QA is so lackluster that that's possible, otherwise the game would have never reached this terrible of state.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7510 on: December 11, 2018, 12:01:36 pm »

The best part is if you want to mod your game you have to surrender achievements.

I will never understand this mentality of theirs.

So while I do my achievement hunts I can't fix the AI. Yay. Thanks Paradox.

-------

You know I've written multiple page-spanning rants on this update and every time I keep deleting it because I want to spare you guys from having to read it. Suffice to say I really, really don't like this "update". I think all it does is add nonsense busywork, is shallower than a thin veneer of rock slime, and puts everything on slow motion while Wiz et al. still can't figure out what they want to do with their lives.

Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7511 on: December 11, 2018, 12:07:33 pm »

AI mods "fix" the AI by creating events and scrips which force AI to do "sensible" things. For example, they spawn fleets and spawn buildings on planets or make the AI dismantle useless buildings. Most of them don't cheat as such, because the reduct the appropriate amount of resources when spawning those etc. But they are still a crutch and not an actual fix.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7512 on: December 11, 2018, 12:17:10 pm »

The modding achievement thing is why I have so few achievements lol. I would rather have a fun game than get useless achievements. I do the stuff for the achievements on ironman sometimes as a challenge but my game is usually modded.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7513 on: December 11, 2018, 12:31:37 pm »

I kind of hate that mods break achievements too, and don't really get the mindset either.  It's not like the achievements even matter in any practical sense.  Really annoying that even portrait mods disable achievements.

AI mods "fix" the AI by creating events and scrips which force AI to do "sensible" things. For example, they spawn fleets and spawn buildings on planets or make the AI dismantle useless buildings. Most of them don't cheat as such, because the reduct the appropriate amount of resources when spawning those etc. But they are still a crutch and not an actual fix.

That makes more sense, and also helps to explain why the devs haven't just taken the same approach.  I imagine any attempts to fix the AI are done at a lower level so that it makes better decisions in the first place, but clearly that's not working out.

I really don't think they tested the update as much as they should have, and the unexpectedly early release date probably has something to do with that.  From what it looks like, they probably used the dev clash and other internal multiplayer sessions to do most of their testing, so problems with the AI were probably missed.  Not that it's any excuse, of course.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7514 on: December 11, 2018, 12:55:39 pm »

Cities skylines has a mod that re-enabled achievements when mods are active. I wonder if it's possible in Stellaris.

Still, achievements are only good for bragging rights and all-too-easy to get with certain mods, so I understand the reason even if I don't agree with it.
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