From the makers of Thrawn's Revenge: Imperial Civil War, Ascendancy is a Star Wars mod set after the Battle of Endor in the Star Wars Galaxy. Fight for galactic ascendancy as multiple factions from this period in Star Wars history.
As we discussed briefly in the last new post, one of the things we're working on with map setups is dealing with how the AI expands their fleets; adding more starting forces to the map forces the AI to have more ships in general, but doesn't deal with the stupidly hardcoded way in which the AI builds capital ships. Luckily, we worked our way around that.
This is a picture of a postgame stat screen I left running on its own to see how it would work. The AI now fills its available slots like a normal player. We'll have to see how this impacts their titan usage, however.
Look pretty promising.
Keep up the great work guys <3
the main problem I am facing with the AI is guessing at which planets they'll strike. They usually have 1 massive fleet and try to steamroll me, they don't know the concept of divide and conquer. Defensive platforms and starbases could keep them at bay for a bit, but getting my fleets together and striking back is definitely gonna cost me a world or 4. This is something I'd want to see. Divided fronts, ambushes and diversions.
AI behaviours are 100% totally hardcoded. Their behaviours can't be changed. The only stuff you can change is research and build patterns by taking advantage of known and existing patterns. Actions and tactics arent touchable.
I hope if there is another one of these games they make it much more modder friendly.
I don't think you know what divide and conquer means...
the policy of maintaining control over one's subordinates or opponents by encouraging dissent between them, thereby preventing them from uniting in opposition. This is precisely what I meant. The A.I does nothing to attempt to break alliances.
You copy pasted that definition, you were talking about fleets and tactics, nowhere mentioning diplomacy
Slight problem Diplomacy, in this game, is broken
If you loose 4 worlds before you are able to stop AI, i think AI is doing quite well and should not be changed.
The bad side is that AI moves its fleet in one giant horde, and as AI is basically incapable of defending otherwise than moving the horde back it's not very versatile when it comes to "strategies". AI in sins is a one trick pony. It only knows how to zerg-rush.
It would be nice to have working different modes AI could adapt like you can see in 4X games (aggressive, defensive, opportunist etc). But it's not possible.
If you play against 2 AI's, you're guaranteed to get two simultaneuous horde attacks against your planet x. So yeah.
Yup this is the second biggest gripe of sins :( the first being the late game lag
That's nice.. I hope if this game gets a 64-bit version it'll be even much more easier to 'mod.'
Aka Sins of a Solar Empire II...
Is there anything in the pipeline for a brand spanking new sins, not just an expansions? Been playing this game for ages its a great game especially with the work you and others are doing to rekindle interest in it. But could deff use a reboot as Armageddon said using the 64 bit system. Surely with the added power they could give the ai some strategy lessons and take this bad boy to a whole new level.