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JonahFalcon
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New York, NY USA
Nov 2000 time: 05:26
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You might notice that one regular Troop Transport can't hold an entire army - and when you build a transport task force, you have to either use a few troop transports, or invent a bigger transport. The AI apparently assumes you need them constantly -- and when you're invading, you DO need as many as possible.
However, this is where it needs to be tweaked - the AI should only build one or two troop transports after it builds troops (and by the way, they have to fix the fact it only builds one troop (ie 1 marine, 1 infantry, etc) at a time, instead of 10x. (I do 5x for support units like psy ops and hackers and magazines, etc.)
I think it's just an AI oversight that will be quickly fixed. Quicksilver listens to consumer input (within reason), so hopefully Rantz will "hear" this. I'll email Bill as well, just a suggestion to them.
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Hierophant
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A option to tell the viceroys what they CAN build and what not would be very usefull (Similar to the governeur settings in SMAC).
With some races, the nommo for example, it's likely that you will play through the game without any planetary combat.
Even IF I would try to conquer someone else with the Nommo I would try to get a magnate civ and produce troops exclusivly there.
Both things, building no troops (because you don't need them) or building troops only on one location (because the combat value of your starting race is very bad) is turning the viceroys into a micromanagement hell.
A simple subpage where you could tell your viceroys if they can build - yes/no - Infantry, Marines,... , PD Ships, Carrier Ships, Longrange Ships,.. would solve almost all problems with them.
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Alexfrog
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Actually, I dont know that htis needs fixing, I think we just have to learn how to control the AI better.
Specifically: if you dont give it other options of the same size class as your transports, then worlds with that shipyard capacity will go and build them.
Also: The best way to stop it from building transports once you have enough is to go into the shipyard screen and obsolete the transports! Then it'll choose other stuff.
Always being on top of your ship designs....designing new ones of different types/sizes, and obsoleteing old ones, is very important to get the AI to build what you want.
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Hierophant
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Yes, that is working & that is what I am doing - but that is NOT working with troops (NOT -transports). You cannot make troops obsolete...
And once you are in the middle & late game you will have quite a lot obsolete designs (why are you not able to delete designs permenently, btw?), so you have to search for the ship you want to make active again each time.
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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:26
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Axelfrog,
I can agree that obsoleting old designs is important, but I don't think it's reasonable to obsolete your best (transport) design just because you don't want to build any for the next 10 turns.
BTW, once obsoleted, can a design be reinstated easily? (I won't have the game 'til tomorrow)
John-SJ
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Sarati
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It is trivial to unobsolete a design.
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Hierophant
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Yes, by two clicks. But if you have many older designs you have to search for it some time, as said before.
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JonahFalcon
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New York, NY USA
Nov 2000 time: 05:26
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According to Bill Fisher, there are a ton of AI tweaks in the coming patch, including this one.
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JonahFalcon
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New York, NY USA
Nov 2000 time: 05:26
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The AI is NOT stupid. (rolling eyes) If it was, the game would be UNPLAYABLE, because you eventually have 200 planets under your control.
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JonahFalcon
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New York, NY USA
Nov 2000 time: 05:26
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Yes, a single troop hold holds like, what? 6 ppl? 10 ppl?
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Hierophant
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That won't solve the general problem, though. That way your smaller colonys will built LOTs of worthless marines when you are using mainly tanks or battleoids.
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:26
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quote: Originally posted by Hierophant
That won't solve the general problem, though. That way your smaller colonys will built LOTs of worthless marines when you are using mainly tanks or battleoids. |
Look, I have the game, I'm playing the game, this is really not such a big problem. The small bases may as well build marines. They hardly cost anything, and these small planets are often on the frontier... I was happily surprised to find 3 marine units I didn't realise I had to capture an undefended planet in the same system. Its not like these planets could be making anything useful anyway. And the small useless planets take 213 turns to build a marine unit, so I don't even bother with this "problem"
In the actual game, planets that are capable of building the "good stuff", do. Don't worry about it. If you want them to build big big big ships, then tell the AI, by raising the millitary spending to "Limited War" or even higher. Otherwise the AI will (very slowly) build whatever garbage it thinks might be useful. Relax. MoO3 is going to be fine, IMHO, you just need to let it do its thing.
Yes half my plaents are building marines, but these planets have such low rates of building, that is doesn't matter.
-Jam
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JonahFalcon
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New York, NY USA
Nov 2000 time: 05:26
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quote: That way your smaller colonys will built LOTs of worthless marines when you are using mainly tanks or battleoids. |
Nothing wrong with a SMALL colony building marines. Just make them support units in an army. You can have an army of 24 battleoids, with up to 8 non-battleoid units (marines, etc) and 4 support units (hackers, etc).
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Craig P.
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There must be something odd about my game. I'm up to turn 50, I haven't obsoleted my troop transports, and the AI has built one so far. He's seemed a lot more interested in building LRA.
(and FWIW, I added an equal-size LRA or SRA starship so that he'd have something else that size to build, and none of those have been queued up yet)
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