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Tiler Kiwi
Feb 26, 2011

Shifting to a scoring based scheme is nice and sane but its still kind of baffling that they thought a weighted list script thing was ever a sane idea, since goal based scoring evaluations have been the conventional thing for, well, I think before there were even video games so lol.

What I'm curious about now is if its capable of doing things like minimax ie "realizing" that specializing its planets can produce better gains in the long run as opposed to just building things haphazardly as needed, or looking ahead to realize it'll want x amount of resources in y turns, or even being able to account for risk/uncertainty (should I try to spread more or will that make me vulnerable or will I get boxed in if I go to slow etc). I'm guessing that's just going to be handled on the plan scripting side since evaluations for those kinds of problems can get kind of big and complex if you leave them too open ended, but theres enough cases where an empire has to account for short term / long term, especially when it crosses over into the military side of things (when is my best time to attack vs when is my enemies best time to attack and is it worth reducing my economic output to defend against a potential invasion (and what is the enemies' optimal course of action and is it feasible to counter it)).

You can actually get the correct answer to a lot of those problems if you script things out well enough but, its slow, but I could see a potential between switching between various plans based on what some higher level evaluation decides prudent targets should be. Its just that, well, these questions are also ones that have to be answered to get out of the early game in a good position and if the AI can't think about them at all, even with a scoring system, its going to probably be still in a weak position after early game vs a player.

Tiler Kiwi fucked around with this message at 10:21 on Mar 6, 2020

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ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER
To be clear, the AI is still going to cheat like hell on everything but easiest difficulty

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

ShadowHawk posted:

In the dev diary linked above the AI very much cares.
I was going to write a big long thing about marketing presentation v actual reality in normal gameplay, but I think ShadowHawk said it better:

ShadowHawk posted:

To be clear, the AI is still going to cheat like hell on everything but easiest difficulty

...And now I realize you're the same person, so uh, I'm glad we agree?!

Demiurge4
Aug 10, 2011

It'd be cool if the AI specializes planets, so that if I'm looking at their planets and find an 18 mining district planet with a mineral refinery then that's an actual prize I can aim for. Instead of now where all the AI's planets are weirdly thrown together messes that somehow have a deficit in everything.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

dev diary posted:

Moreover the build plan also tries to take into account on which planet a building would produce the most and build that building there, making the AI more likely to create specialized resource-production planets like “foundry worlds”. 

The dev diary says they will start specialising worlds better. But I will believe it when I see it.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ShadowHawk posted:

To be clear, the AI is still going to cheat like hell on everything but easiest difficulty
I think I said this before, but I think the AI would be more robust if it didn't take the cheating into account in its planning. Still get the bonus, but treat it as a (repeatedly) unexpected windfall rather than something to build an economy under the assumption of.
e:

Demiurge4 posted:

It'd be cool if the AI specializes planets, so that if I'm looking at their planets and find an 18 mining district planet with a mineral refinery then that's an actual prize I can aim for. Instead of now where all the AI's planets are weirdly thrown together messes that somehow have a deficit in everything.
That's because when you take a planet from a grand admiral they immediately lose their 100% production bonus and 20 stability.

Splicer fucked around with this message at 11:33 on Mar 6, 2020

Tiler Kiwi
Feb 26, 2011

Aethernet posted:

The dev diary says they will start specialising worlds better. But I will believe it when I see it.

I think its possible; it shouldn't even really require forward thinking, since the scoring is going to naturally keep picking a mineral world for building mines on, and then decide that a mineral boosting building would achieve the highest score on that planet, which then would make it more likely to put mineral producing things on it, etc. If it can track opportunity cost, like, spending a building slot on a 200% mineral world on a not-mineral thing being evaluated worse than putting it on some boring rear end vanilla world, then that'd work.

It gets complicated if you try to work in poo poo like population, military preparedness, and tech priorities, but that's what the plan scripts are for I guess. Hopefully the scoring stuff is flexible enough to allow people to create good heuristics for the AI since it should allow that kind of emergent flexibility and responsiveness.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER
Yeah from that design it doesn't look like the AI will be capable of:

1) Purposefully moving pops around to planets where they're more efficient (only natural growth), except maybe a heuristic to migrate off overfull worlds
2) Considering or even altering what pop type will use a building after it's built

I'm also somewhat worried it's going to staff all the clerk jobs it can rather than ignore them given that he said "free jobs" was an indicator not to build more

Gort
Aug 18, 2003

Good day what ho cup of tea
Planet specialisation is weirdly balanced. Some of the specialisations a planet can have are way better than others.

Like, take "Generator World" and "Urban World".

Generator:

+25% Generator District Build Speed
+20% Technicians output

One bonus gets your generators up and running quicker, the other makes them better. A good specialisation that you'll set a planet to fairly on in its life, and then leave like that forever.

Urban:

+25% City District Build Speed
-10% City District Cost

Two bonuses while you're building city districts, but literally nothing once they're built. The only use for this specialisation is temporary, during the building-up phase.

-----

It'd be good if the specialisations were rebalanced so there weren't any that have only really temporary uses - Urban World and Fortress World are the main offenders, but stuff like factory, forge and research worlds are also a bit weird since they give bonuses to upkeep rather than output.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
You'll have to pry my Urban specialization from my cold, dead Ecumenopoli.

Gort
Aug 18, 2003

Good day what ho cup of tea
Would be nice if it gave like 10% extra housing as well or something though. Would be in keeping with the theme of, "If you specialise a planet for something you get more of that thing", which seems logical to me.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ShadowHawk posted:

Yeah from that design it doesn't look like the AI will be capable of:

1) Purposefully moving pops around to planets where they're more efficient (only natural growth), except maybe a heuristic to migrate off overfull worlds
2) Considering or even altering what pop type will use a building after it's built

I'm also somewhat worried it's going to staff all the clerk jobs it can rather than ignore them given that he said "free jobs" was an indicator not to build more
1) and the unnumbered one are not required for good play. They're tedious workarounds for iffy mechanics rather than failing to use intended mechanics.
e: oh you were specifically referring to specialisation of planets. Yeah I get your concern but I still think that's a step beyond what's needed.
2) this should be handled by the pop shuffling mechanic, and they described how they reworked that in the last diary.

Gort posted:

Would be nice if it gave like 10% extra housing as well or something though. Would be in keeping with the theme of, "If you specialise a planet for something you get more of that thing", which seems logical to me.
Reduced pop maintenance and/or reduced energy maintenance for cities and buildings due to aggressive exploitation of centralised distribution.

Splicer fucked around with this message at 13:42 on Mar 6, 2020

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



Ogdred Weary posted:

Preview embargo has been lifted! So soon!

Quill18's Shattered ring start:
https://www.youtube.com/watch?v=mDoyQfekTx4

That guy sounds so awful I couldn't keep watching it after 2 minutes.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

Splicer posted:

2) this should be handled by the pop shuffling mechanic, and they described how they reworked that in the last diary.
What I meant is that the AI will consider building 2 mining districts because it needs 1.5 mining districts worth of ore, but probably won't think ahead to the fact that it has +mining pops and really only needs one.

This is probably not a terribly significant effect since they'll be counted once they're already working though

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ShadowHawk posted:

What I meant is that the AI will consider building 2 mining districts because it needs 1.5 mining districts worth of ore, but probably won't think ahead to the fact that it has +mining pops and really only needs one.

This is probably not a terribly significant effect since they'll be counted once they're already working though
What I'm learning here is that it's me, I'm the lovely Stellaris AI

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

Gort posted:

Urban:

+25% City District Build Speed
-10% City District Cost

Two bonuses while you're building city districts, but literally nothing once they're built. The only use for this specialisation is temporary, during the building-up phase.
What infuriates me the most about this is that the -cost is applied when you start construction. Other than tedium, nothing prevents the player from pausing the game, switching specialization to urban, queuing up a city district, then switching back to another specialization.

The same micromanagement goes for governors with blocker clearing cost reduction.

GunnerJ
Aug 1, 2005

Do you think this is funny?
My big hope right now is that the economic AI is decent enough that you can automate planet development without worrying too much about it.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Entorwellian posted:

That guy sounds so awful I couldn't keep watching it after 2 minutes.

You missed nothing; he spends most of the video setting up a lovely RP.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I bought a pile of DLC rather cheap recently (utopia/apoc/megacorp) just in order to use all the really big megastructures and ecumpoli stuff. I'm dragging the game out as much as I can instead of blobbing, so the verdict is still out, but one thing I have noticed is it's VERY much just slapping more cement onto a very poor foundation.

Like,

GunnerJ posted:

My big hope right now is that the economic AI is decent enough that you can automate planet development without worrying too much about it.

These things here are the real big problems with the game, and not from a grognard powergamer point of view, but rather a "I just want to sit down and play a fun game" type of issue. So when I get all these new toys to play with, it really feels like a shiny distraction that's not really doing its job well enough, since I'm still stuck here with a bajillion planets I can't automate, while the game chugs to a halt, and half the implemented core mechanics are either byzantine and/or nonfunctional (ground combat, slavery, etc).

It's like yea, sure, sell DLC to fund continual development whatever, but fix that broken poo poo. I'm not asking for new assets here! Or total rebuilds or whatever. Just make poo poo work please?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Aethernet posted:

You missed nothing; he spends most of the video setting up a lovely RP.

I tried to watch thinking people were being overblown and oh my god his voice what the hell.

Anyway the AI update looks great. Hopefully this and slowdown fixes will breathe some life back into the game.

Seams
Feb 3, 2005

ROCK HARD
I like Quill

Schadenboner
Aug 15, 2011

by Shine

cheesetriangles posted:

I'm gonna buy the DLC no matter what because I'm a broken person that owns every DLC for every modern Paradox game even the cosmetic and music ones. I need help.

This, except for the rocky bois one (which I'm told is actually p.-to-v.deece and I'll probably get at the next sale).

Will Federations have anything for the modern, on-the-go genocidal space fascist?

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Schadenboner posted:

This, except for the rocky bois one (which I'm told is actually p.-to-v.deece and I'll probably get at the next sale).

Will Federations have anything for the modern, on-the-go genocidal space fascist?

An even bigger super-mega-hyper-battleship because the merely super-mega-battleships apparently aren't enough. I'll admit it kinda feels like they're running out of ideas.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Serephina posted:

These things here are the real big problems with the game, and not from a grognard powergamer point of view, but rather a "I just want to sit down and play a fun game" type of issue. So when I get all these new toys to play with, it really feels like a shiny distraction that's not really doing its job well enough, since I'm still stuck here with a bajillion planets I can't automate, while the game chugs to a halt, and half the implemented core mechanics are either byzantine and/or nonfunctional (ground combat, slavery, etc).

It's like yea, sure, sell DLC to fund continual development whatever, but fix that broken poo poo. I'm not asking for new assets here! Or total rebuilds or whatever. Just make poo poo work please?
Yeah this is the hill I will die on. I think it is *great* to see that they invested this much time in the AI and improvements, but this is just the tip of the iceberg for me. Fix the AI. Fix the jank that is still pretty much the same as it was at launch.


Seams posted:

I like Quill
Seek help.


Schadenboner posted:

This, except for the rocky bois one (which I'm told is actually p.-to-v.deece and I'll probably get at the next sale).

Will Federations have anything for the modern, on-the-go genocidal space fascist?
Rocky bois are awesome and I love them; I will have a hard time going back to being fleshy.

I think the Diplomatic Stances and a few minor things will play into how space assholes will play a bit, via some numbers going up.

Schadenboner
Aug 15, 2011

by Shine

AAAAA! Real Muenster posted:

Yeah this is the hill I will die on. I think it is *great* to see that they invested this much time in the AI and improvements, but this is just the tip of the iceberg for me. Fix the AI. Fix the jank that is still pretty much the same as it was at launch.

Seek help.

Rocky bois are awesome and I love them; I will have a hard time going back to being fleshy.

I think the Diplomatic Stances and a few minor things will play into how space assholes will play a bit, via some numbers going up.

WE SHALL CLEANSE THE GALAXY VIA MARGINALLY-HIGHER EFFICIENCY RATIOS.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

ShadowHawk posted:

What I meant is that the AI will consider building 2 mining districts because it needs 1.5 mining districts worth of ore, but probably won't think ahead to the fact that it has +mining pops and really only needs one.

This is probably not a terribly significant effect since they'll be counted once they're already working though

The Dev Diary says the AI factors in bonuses.

Manually shuffling pops is stupid and expecting the AI to do it is bad. The game shouldn't be balanced around a lovely mechanic and luckily it's not.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
You can absolutely win at Grand Admiral without ever shuffling pops at all, but that's partly because the AI sucks. It might become mandatory for high level play in 2.6.

He says, dreaming of competent AI.

Blorange
Jan 31, 2007

A wizard did it

If the AI improvements actually pan out we'll have to turn the game difficulty down a notch or two, double income is a huge band-aid over not fundamentally understanding how the hell the game works.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

Crazycryodude posted:

An even bigger super-mega-hyper-battleship because the merely super-mega-battleships apparently aren't enough. I'll admit it kinda feels like they're running out of ideas.

There is always the possibility of a bigger ship.

ALWAYS.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Shadowlyger posted:

There is always the possibility of a bigger ship.

ALWAYS.

There's a point where you hit diminishing returns, like what's next they've gotta one-up themselves yet again and add a Leviathan-class warship that can solo an entire empire? It stops being interesting and cheapens the effect of the already existing fuckoff huge ships. Like the Juggernaut's special thing that differentiates it from being just Battleship But Better is that it has a shipyard and can act as a mobile FOB so you can repair your fleets without needing to go home. Ok, cool, great idea - but why's it also an invincible mega-battleship on top of that, now it's just stealing the Colossus niche. I'd prefer something like a relatively flimsy mobile shipyard that still gives you the strategic benefit of being able to bring your repairs with you, but you can't just stick it in the battle line it has to be a jump or two behind the front.

Crazycryodude fucked around with this message at 18:39 on Mar 6, 2020

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Crazycryodude posted:

There's a point where you hit diminishing returns, like what's next they've gotta one-up themselves yet again and add a Leviathan-class warship that can solo an entire empire? It stops being interesting and cheapens the effect of the already existing fuckoff huge ships. Like the Juggernaut's special thing that differentiates it from being just Battleship But Better is that it has a shipyard and can act as a mobile FOB so you can repair your fleets without needing to go home. Ok, cool, great idea - but why's it also an invincible mega-battleship on top of that, now it's just stealing the Colossus niche. I'd prefer something like a relatively flimsy mobile shipyard that still gives you the strategic benefit of being able to bring your repairs with you, but you can't just stick it in the battle line it has to be a jump or two behind the front.
Right but why couldnt they add this poo poo to Titans? Titans are already artificially limited to an extreme degree so now we just have a different flavor of Titan that is even more limited? Its very bad design.

GunnerJ
Aug 1, 2005

Do you think this is funny?
I don't mind the game adding more and more cool new bigtoys, I just wish more of them could be relevant in the mid-game (or even late game) rather than being victory lap poo poo.

ETA: Just thinking about megastructures, I really don't understand why they all have a very expensive "site" step that is useless and some even have a more expensive and equally useless "frame" stage?? What does this add to the game.

GunnerJ fucked around with this message at 18:48 on Mar 6, 2020

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
There's also the issue of the UI. With ships with lots and lots of slots, some of them aren't reachable, because things like the required items(Power, Computers, etc) get in the way.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
More mega ships, but also more unique corvettes and cruisers and destroyers and battleships and give me targeting preferences in combat

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


AAAAA! Real Muenster posted:

Right but why couldnt they add this poo poo to Titans? Titans are already artificially limited to an extreme degree so now we just have a different flavor of Titan that is even more limited? Its very bad design.

Oh right duh I meant Titans. See, there's already too many fuckoff huge ships that I can't keep them straight. The Colossi I kinda understand because you have to have a Death Star in your space game, but there is no reason for the Juggernaut to exist as its own separate thing instead of like a Mobile Shipyard module for a Titan that strips most of the guns and defenses out but lets it act like a shipyard. That's actually a meaningful choice, do I spend my Titan cap on a gunned up Titan for killing things, or do I want the strategic benefit of repairs at the cost of firepower?

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID

Splicer posted:

More mega ships, but also more unique corvettes and cruisers and destroyers and battleships and give me targeting preferences in combat

It's probably too much to ask but I'd like it if combat actually required mixed ships, and not just as many of the largest ships you can field. Keep corvettes useful past early game.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Splicer posted:

More mega ships, but also more unique corvettes and cruisers and destroyers and battleships and give me targeting preferences in combat

There's a mod for that, but, uh, yeah.

Schadenboner
Aug 15, 2011

by Shine
How about a missile component for Destroyers?

OddObserver
Apr 3, 2009
A destroyer with torpedos? How preposterous!
(I am actually unsure if it's possible in Stellaris or not...)

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Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Fhqwhgads posted:

It's probably too much to ask but I'd like it if combat actually required mixed ships, and not just as many of the largest ships you can field. Keep corvettes useful past early game.

I mean, Corvettes and Battleships are the only two ship types worth massing in the end game, so your wish worked. Battleships for murdering, corvettes for area control with a minor in murdering.

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