UAM/Future Releases

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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

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