Empire at War Forces of Corruption Enhanced AI MOD will make the Empire/Rebel more aggressive and strategic.you will experience the game to its full potential
Empire at War Forces of Corruption Enhanced AI MOD will make the Empire/Rebel more aggressive and strategic.you will experience the game to its full potential
The Empire/Rebel faction is now smarter and faster
Only the AI is modified. Everything else is almost the same
21/07/10 new major update and Empire AI improvement
Hello everyone
I have good news for you all.
I have solved a bug that Empire stopped spending credits while building Death Star II
21/10/03 found two bugs that cause Empire to stop spending money.
Hello everyone,
I finally solve two bugs that cause Empire to stop spending money.
The empire will not spend money if the construction of the death star II is interrupted.
Furthermore once the death star II is constructed successfully, the Empire will no longer be aggressive.
They become passive and even very dumb.
As a result, I turn off the option to build death star II for Empire AI. The performance of the Empire AI is deadly and aggressive
But in case you want the AI to build the death star II.
Navigate to XML\SPACEUNITSSUPERS.XML, search Death_Star_II and set Tech_Level from 99 to 5.
The Empire AI will build the death star II on day 20.
Have fun!
21/10/16 Thanks to EmperorNiko, his hint inspired me to solve the Empire AI spending issue.
The Empire AI used to save a sizeable portion of its income and not spend it other than for tech upgrades and then the Death Star.
This behavior is called MajoritemBudget.The solution is to set every credit to MajoritemBudget.
Once tech 5 is reached, Empire AI will flush or recalim excess MajoritemBudget.
Therefore it will spend money effectively and counter Zann consortium successfully.
Enjoy.
22/04/24 Solved major Empire AI economic issue.
Found out that Empire reachs tech 5 on day 13, not day 19.
Finally solved the issus that Empire will save a portion of its credits and won't use those saved credits at all after day 13.
Now the Empire has no problem spending its credits fully and effectively.
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Empire
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-Coruscant starbase can now build star destroyers/Calamari cruisers
-Empire will build death star and Executor SSD
-Empire will hire smugglers and smuggle
-Empire will hire bounty hunters and assassinate minor heroes 21/2/8 updated
-Empire will mainly focus on attacking Zann Consortium than attacking Rebel
-Empire will include Land Heroes in its attack forces. 21/02/16 updated
-Empire will deploy bounty hunters to remove smugglers. 21/02/16 updated
-Empire will deploy Probe Droids. 21/02/16 updated
-Boba Fett will remove other main heroes and smugglers 21/02/16 updated
-Empire will sometimes include Fleet Commanders and Grand Moff Tarkin in its attack forces. 21/02/25 updated
-Empire will almost include Field Commanders in its attack forces. 21/02/25 updated
-Empire will build death star on day 22, Executor SSD will appear on day 29. 21/07/04 updated
-Empire Fleet Commanders and Grand Moff Tarkin will join the battles more often. 21/07/10 updated
-Empire AI will now spend credits more effectively. 21/07/10 updated
-Solve two bugs that cause Empire to stop spending money, the Empire AI is now deadly and aggressive. 21/10/03
-Empire AI will now flush or reclaim excess Majoritem budget. 21/10/16
-Mara Jade will appear on Tech 2, she can both assassinate heroes and remove corruption 21/11/21
-Executor SSD AI combat power is now 45000, not 500. Darth Vader is now nearly invincible 21/11/21
-Wayland, Myrkr, Felucia can now build star destroyers/Calamari cruisers. 21/12/19
-Acclamator Assault Ship now costs 3300 and its AI combat power is 3300.21/12/19
-Coruscant, Mustafar, Wayland, Saleucami, Myrkr, Utapau, Felucia, Byss can now build star destroyers/Calamari cruisers. 22/04/24
-Empire_Ground_Mining_Facility Income multiplier is now 4 22/05/16
-Optimize Empire economic decisions 22/05/16
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Rebel
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-Mustafar starbase can now build star destroyers/Calamari cruisers
-Rebel will hire smugglers and smuggle
-Rebel will hire bounty hunters and assassinate minor heroes 21/2/8 updated
-Rebel will mainly focus on attacking Zann Consortium than attacking Empire
-Rebel will include Land Heroes in its attack forces. 21/02/16 updated
-Rebel will deploy bounty hunters to remove smugglers. 21/02/16 updated
-Rebel will now use Han Solo's "Siphon Credits" ability. 21/02/16 updated
-Rebel will sometimes include Fleet Commanders in its attack forces. 21/02/25 updated
-Rebel will almost include Field Commanders in its attack forces. 21/02/25 updated
-Rebel Fleet Commanders will join the battles more often. 21/07/10 updated
-Kyle Katarn will appear on Tech 2, he can both assassinate heroes and remove corruption 21/11/21
-MC30 AI combat power is now 4250, and the production cost is 4250. 21/11/21
-While Mon Calamari planet is controlled. Mon Calamari cruiser and MC30 frigate cost 20% less to build on all planets. 21/11/21
-Wayland, Myrkr, Felucia can now build star destroyers/Calamari cruisers.21/12/19
-Coruscant, Mustafar, Wayland, Saleucami, Myrkr, Utapau, Felucia, Byss can now build star destroyers/Calamari cruisers. 22/04/24
-Rebel_Ground_Mining_Facility Income multiplier is now 4 22/05/16
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Zann Consortium
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-Consortium will include Space and Land Heroes in its attack forces. 21/02/16 updated
-IG-88 and Bossk will remove other main heroes and smugglers 21/02/16 updated
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summary
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The Empire/Rebel AI expends its forces drastically. Furthermore the AI will not attack the player one battle right after the other,
The Empire/Rebel can defeat the Zann Consortium on their own.
Therefore Corruption spamming is now no more. ENJOY!
JUST WONDERING HOW TO INSTALL THIS MOD, location and process pls
The archive currently seems to include a lot of standard/source files. Can you please leave only the files that were changed? In case one would like to incorporate the mod into their modded game.
sure
hello a question, I have zero knowledge about the AI of the game, this could be implemented to another mod? for example AOTR, I am working on a sub-mod but the AI
is usually a bit slow and I would like to make it more aggressive.
For AI related behavior
Please overwrite the AI folder from scripts and XML
For heros related behavior
Please overwite the xml files from XML folder
It should work with other mods
Have fun
Thank you
If I play as Zann Consortium, will the Empire/Rebel AI still focus on me or are they fighting each others?
Sorry for the late reply
I will soon upload a new update in which empire/rebel AI attacks more often and indiscriminately.
They will no longer focus on Zann.
The empire/rebel AI will now look for weak spots and assault them a lot quicker than the original AI
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The AI for the empire doesn't work, at least for me, Rebles and consortium work great, but the Empire just sits there, not building anything
Hello jackpotrebel,
I really like this mod and hope you still decide to work on it, so excuse the essay lol. Definitely makes the AI more aggressive and competent. There's a lot I like, and a lot to improve on if you have the time and energy to do so. If you're willing to listen, I have the following recommendations for you!
RECOMMENDATIONS:
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- Can you add a small README file to walk new users through how to install the mod? Took me a bit to get it working, had to piece it together. A launch code for steam would be great too!
- AI should be instructed to build more Mining facilities to buff income in backline sectors, or just get a general boost to money since they tend to be very slow to rebuild fleets or armies that were lost in large battles.
- AI should remove corruption more often and target defilers as much as possible. The Consortium just has to corrupt ~20% of planets before they become unstoppable due to the raw cash they generate from racketeering ops. Keeping corruption in check should be the AI's first priority aside from assaulting Consortium held worlds.
- AI should be instructed to not build more than one of the following buildings on a planet, as it does not benefit them except in matters of sabotage with the consortium:
> Ion Cannons
> Hypervelocity Gun
> Repulsorlift Jammer
- AI should focus on consolidating fleet power, as they tend to scatter their navy around planets randomly instead of consolidating into powerful stacks. You could use a planet reaching a level 3 space station as a que to tell the AI to avoid idling units over that planet, as by that point they're pretty defensible.
- AI should be more aggressive when assaulting space stations. They tend to keep their forces around the periphery and engage piecemeal, allowing garrison units to rush and destroy them one by one. If you could find a way to get them to form up and hit en masse, it would greatly increase their lethality.
> Republic at War's AI in space battles throws all their units at your space station all at once, and it is highly effective. Replicating what their AI does would be good.
- AI should target critical ship subsystems more often, like shield generators, engines, or hangers with bombers and missiles. They always target the closest subsystem currently, but this should be changed to have them target critical systems 40% or 50% of the time (increases with difficulty maybe?).
- AI should be more aggressive in ground battles. They tend to pull back and sit around their base buildings, making them easy targets for bombing runs and bombardments. They should be coded to consolidate 60-70% of their forces in ground battles and then rush landing zones when on the defensive instead of huddling around buildings in the rear. Otherwise, they just let the player stroll across the map and bomb them when they are ready. Having the AI retain the initiative here in ground battles will make them a much more difficult foe.
- AI should be instructed to not garrison bunkers with infantry as often. The AI has a habit of taking every infantry unit on the map and shoving them into the nearest bunker where they proceed to sit useless as I bomb their base and kill the rest of their army. Infantry almost never end up being a threat in ground battles as a result. Getting the AI to ignore bunkers that are not in strategic positions and instead use their infantry blobs to harass the player would add greatly to their army strength in ground battles.
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Final Notes:
Again, great mod! Please don’t take the improvements listed above as things you've done wrong in any way; they were issues that existed in the game upon launch! This mod is essentially the AI polish update we never got, as you're fixing known issues and making the AI more competent, which is awesome! Would 100% be down to donate if you decide to further update this mod for a job well done! Open to feedback on my recommendations as well, just let me know!
Cheers!