UAM/Future Releases
From SEWiki
Version 1.11 - In Progress
-Teach AI to handle warppoint blockades better ... In Progress
-Create Criteria for determining blockades .... Done -Code Criteria for noticing potential blockades and blockades .... Done -Code Criteria for realizing blockade is no longer there (or it is defeated) ... Done -Load and Save potential blockades and blockades from turn to turn ... Done -Non Fleets avoid blockade systems .... Done -Fleets target blockades (not targets in the blockaded system), and use increasing strength until blockade defeated ... Done -Have this work in non-simultaneous games (Need help from Aaron) ... In Progress Hopefully
-Improve AI Diplomacy/Politics ... To Do
-Improve AI anger calculations for point difference vs Allies ... To Do -Improve AI handling/use of demands ... To Do -Improve AI use of trusted allies and related treaty elements ... To Do -Adjust AI diplomacy based on Difficulty Level... To Do
-Update to most recent FQM ... To Do
Future Changes/Fixes
-AI uses best weapons not just favorite weapons
-AI keeps running tally of enemy ships seen/fought/ship-designs to determine weapon mix (very complicated - not priority)
-AI identifies what keep components enemy is using on designs
-Teach AI to Analyze Ships
-Adjust mid-late game research order
-Adjust how AI handles Wars (make a race much more aggressive, space vikings type)
-Improve Primary Enemy Selection Criteria to include combat and intel logs
-Script Optimization to speed up turn processing
-Add in Other Modders' Races
-Make AI use more Stellar Manipulation
