robotic interface

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playerxxcc
Krill Swarm
Posts: 10
Joined: Thu Feb 12, 2015 9:51 pm

robotic interface

#1 Post by playerxxcc » Mon Jul 24, 2017 3:23 pm

i did not notice that ai would ever use robotic interface ship part, not even with robotic races. as much as i played, robotic interface with, let say 40 ships+, is more or less unstopable vs ai. i always tend to build such ships, even if i use exobots(-1 level with weapons). i think ai should use this option more, even more if its robotic race. ofcourse it would need to keep swarm together and not brake it into smaller groups...

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Oberlus
Small Juggernaut
Posts: 706
Joined: Mon Apr 10, 2017 4:25 pm

Re: robotic interface

#2 Post by Oberlus » Mon Jul 24, 2017 3:52 pm

playerxxcc wrote:ai should use this option more, even more if its robotic race
Actually, only if it has a robotic race, since non-robotic pilots get no shield bonus from robotic interface.

playerxxcc
Krill Swarm
Posts: 10
Joined: Thu Feb 12, 2015 9:51 pm

Re: robotic interface

#3 Post by playerxxcc » Mon Jul 24, 2017 4:33 pm

i mean like if ai is not primary robotic race, it can still make robotic interface ships with subraces, like exobots, or captured races... problem is ai doesnt use this feature at all, no matter of race or subrace possibility...

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Vezzra
Release Manager, Design
Posts: 4673
Joined: Wed Nov 16, 2011 12:56 pm
Location: Sol III

Re: robotic interface

#4 Post by Vezzra » Mon Jul 24, 2017 4:42 pm

Well, the AI is, as much as everything else, a work in progress. So this is just one of the many things the AI could handle better (or at all). And one day it will, it's just a question when the AI team will get around to that specific issue... ;)

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MatGB
Creative Contributor
Posts: 3310
Joined: Fri Jun 28, 2013 11:45 pm

Re: robotic interface

#5 Post by MatGB » Tue Jul 25, 2017 3:14 am

To my knowledge, the AI is currently unable to use and basically unaware of the stacking features of both the interface and the solarweb, it's something the team are aware of but they're working on other things that will lead to them being able to work on it down the line.

This is why both the solarweb and the interface parts are currently quite expensive, it's fine for players to have access to something cool the AI can't/won't use, but it's not fine for a substantial advantage to be gainable. Personally I don't find the interface to be that effective compared to a cheaper pile of ships crewed by better pilots, even with Etty I rarely bother with it, it's only really good in doomstack vs doomstack fights and I find it's more effective to avoid them as much as possible.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

defaultuser
Vacuum Dragon
Posts: 569
Joined: Wed Aug 26, 2015 6:15 pm

Re: robotic interface

#6 Post by defaultuser » Wed Jul 26, 2017 9:25 pm

I kind of go back and forth on using robotic shields for Etty or Cray. It makes the early ships expensive. I have at times used escort ships, meaning robotic hulls with no weapons, just shields, to ramp up the shield strength of fleets. I haven't worked it enough to evaluate that. One problem, especially with Cray, is that you might build half a dozen then get a better pilot species.

Morlic
AI Contributor
Posts: 250
Joined: Tue Feb 17, 2015 11:54 am

Re: robotic interface

#7 Post by Morlic » Wed Jul 26, 2017 10:27 pm

MatGB wrote:To my knowledge, the AI is currently unable to use and basically unaware of the stacking features of both the interface and the solarweb, it's something the team are aware of but they're working on other things
Correct.The current way the AI fleet management is scripted makes proper support of these parts difficult or at least far from trivial. There are many areas where much more gameplay impact can be achieved with the same or less work. So, at least as far as I am concerned, support for those parts is not planned for the near future.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

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