So I am looking at making my first proper content mod - one that adds ascension perks (and 2 civics) which will add some variety / distinctiveness to different empires in the galaxy - as the AI all builds its ships in a very "samey" kind of way right now.
I'm essentially looking at imposing buffs/nerfs on different classes of weapons & armour via ascension perks / national modifiers. But am unsure of how to guarantee this will work for AIs too. I've copied in below the stats of the perks I'm planning to create to give a rough idea (numbers unbalanced) of what I'd be trying to do + get the AI to adhere to.
Ascension perks - Military focuses
And
Now for a lot of this, its just a case of applying modifiers (i'd have to look up exactly how, probably by copy pasting what other ascension perks do, or adding a national modifier), and weighting them for the AIs to pick too.
But what I'm interested in understanding, is how the AI/AI ship designs will adapt to changes in ship module stats (imposed via ascension perks/ national modifiers) - if at all.
For example if an AI takes the Armour focus AP, which makes Shield capacity -100% (i.e. worthless)
(i'm not actually sure how the automatic ship designer works - I assume that's what AIs currently use to design their ships).
Note: cant edit title, should say "but unsure"
I'm essentially looking at imposing buffs/nerfs on different classes of weapons & armour via ascension perks / national modifiers. But am unsure of how to guarantee this will work for AIs too. I've copied in below the stats of the perks I'm planning to create to give a rough idea (numbers unbalanced) of what I'd be trying to do + get the AI to adhere to.
Ascension perks - Military focuses
- Energy weapons.
- Energy weapons consume 35% less energy.
- Energy damage +50%, fire rate +30%, tracking +20%.
- Non-Energy fire rate -50%, damage -35%.
- Kinetics.
- 5% of kinetic shots will bypass shields and do direct damage to armor.
- Kinetic damage +50%, fire rate +30%, tracking +20%.
- Non-kinetic fire rate -50%, damage -35%.
- Missile Supremacy.
- +20% missile range.
- Missile damage +50%, flight speed +50%, fire rate +30%, tracking +20%.
- Non-missile fire rate -50%, damage -35%.
- Carrier doctrine.
- Unlocks "Skip-interceptors" - ultra low-mass strike craft fitted with micro-hyperdrive cores, letting them 'skip' across a system, emerging (at 2x strikecraft weapons range) to engage the enemy.
- [this is gonna take some reading up on to figure out]
- Strike craft damage +25%
- Strike craft squadrons are twice the size.
- Unlocks "Skip-interceptors" - ultra low-mass strike craft fitted with micro-hyperdrive cores, letting them 'skip' across a system, emerging (at 2x strikecraft weapons range) to engage the enemy.
- Shield focus
- Research into advanced shield technologies has made our shield technology the envy of the galaxy. We have no need for anything else to defend our troops.
- Shield module capacity +50%
- shield recharge rate +60%
- Armour module values -100%
- Armour focus
- Enhanced armor plating, redundant bulkheads & ablative armor turn our ships into Mobile bunkers.
- Armour module values +100%
- Hull points +20%
- Shield module capacity -100%
- Ship movement speed -25%
- Ship evasion -10%
- Evasion focus
- The enemy will never hit us, why would we need large, clumsy ships?
- Cannot build battleships or Titans.
- [I think this can be done via a Boolean check - IF Evasion focus = true, disable BBs /Titans]
- +25% evasion.
- -50% armor and shields (0.6x multiplier)
- -25% hull
- Cannot build battleships or Titans.
Quantity over quality civic
Our fleets will block out the stars
(You have many ships but they're all of sub-par quality - you win through overwhelming numbers)
Quality over Quantity civic
We may not have many of them, but our ships are second to none.
(You have few ships, each one is expensive/precious/valuable and hard to take down but you'll feel the loss of each one more)
Our fleets will block out the stars
(You have many ships but they're all of sub-par quality - you win through overwhelming numbers)
• Fleet capacity: +100%
• Fleet command limit: +100%
• War exhaustion from lost ships: -60%
• Ship Upkeep & cost: -50%
• Build Speed: +50%
• Ship SP/AP/HP: -50%
• Ship Damage: -45%
• Ship movement speed +20%
• Fleet command limit: +100%
• War exhaustion from lost ships: -60%
• Ship Upkeep & cost: -50%
• Build Speed: +50%
• Ship SP/AP/HP: -50%
• Ship Damage: -45%
• Ship movement speed +20%
Quality over Quantity civic
We may not have many of them, but our ships are second to none.
(You have few ships, each one is expensive/precious/valuable and hard to take down but you'll feel the loss of each one more)
• Fleet capacity: -50%
• Fleet command limit: -50%
• War exhaustion from lost ships: +30%
• Ship Upkeep & cost: +75%
• Build Speed: -50% (i.e. 50% longer)
• Ship SP/AP/HP: = +50% (50% more "spongy")
• Ship Fire rate: +50%
• Ship movement speed +25%
• Fleet command limit: -50%
• War exhaustion from lost ships: +30%
• Ship Upkeep & cost: +75%
• Build Speed: -50% (i.e. 50% longer)
• Ship SP/AP/HP: = +50% (50% more "spongy")
• Ship Fire rate: +50%
• Ship movement speed +25%
But what I'm interested in understanding, is how the AI/AI ship designs will adapt to changes in ship module stats (imposed via ascension perks/ national modifiers) - if at all.
For example if an AI takes the Armour focus AP, which makes Shield capacity -100% (i.e. worthless)
- Would the AIs still want to put shield modules on their ships (even if they don't do anything?)
- Or does the AI/Ship Designer already automatically calculate what gives it the best survival odds? (and it would see shields are worth 0 SP so armor is a better pick)
- Or would I also need to add scripting instructions to somehow, for example, forbid an AI from using shields if they've taken that Shield focus AP?
- I.e. some Boolean check to prevent it selecting shield modules if it has the Armour focus.
(i'm not actually sure how the automatic ship designer works - I assume that's what AIs currently use to design their ships).
Note: cant edit title, should say "but unsure"
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