Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Acepilot45 on May 09, 2015, 11:49:59 PM

Title: Sovereign
Post by: Acepilot45 on May 09, 2015, 11:49:59 PM
I started playing Thrawn's Revenge 1.3 a few days ago as the New Republic. I have already destroyed 4 sovereign super star destroyers, but now 2 more are attacking Carida. I thought the build limit was four sovereigns. Does anyone know why the ai suddenly has so many ssd's. I should mention that I am on era 3 right now. The gc is art of war lite.
Title: Re: Sovereign
Post by: Pentastar Enforcer on May 10, 2015, 12:09:24 AM
I started playing Thrawn's Revenge 1.3 a few days ago as the New Republic. I have already destroyed 4 sovereign super star destroyers, but now 2 more are attacking Carida. I thought the build limit was four sovereigns. Does anyone know why the ai suddenly has so many ssd's. I should mention that I am on era 3 right now. The gc is art of war lite.

Why aren't you playing 2.0??
Title: Re: Sovereign
Post by: Corey on May 10, 2015, 04:01:26 AM
The AI in EaW basically doesn't give a fuck about build limits.
Title: Re: Sovereign
Post by: Eclipse on May 10, 2015, 04:41:31 PM
Yeah I've noticed it when I had killed like 6 Viscounts, At first I was like "I've destroyed 4 of them, that means no more space whales" suddenly a fleet of two of them attacked and well crap
Title: Re: Sovereign
Post by: Lord Xizer on May 10, 2015, 05:20:40 PM
The AI in EaW basically doesn't give a fuck about build limits.
Life finds a way...
Title: Re: Sovereign
Post by: Avarice1987 on May 11, 2015, 06:14:38 AM
In the Awakening of the Rebellion Mod the AI doesn't spawn many Ships.

She cannot build Ships without Credits.
Title: Re: Sovereign
Post by: Vulcanus on May 11, 2015, 06:41:13 AM
In the Awakening of the Rebellion Mod the AI doesn't spawn many Ships.

She cannot build Ships without Credits.

Correct me if I'm wrong, but isn't lot of the AI madness contained in original EaW XML files? And custom AI is one of the best things about AotR. Hmm. I never studied their edits or the original AI in much detail. Of course, AotR does not have any limited recruitment ships that could ruin your day the way Sovereign or Viscount hordes can and the AI in AotR still seems to spam area-restricted units even when it doesn't own the required planets, though that could be intended and enabled through story events.
Title: Re: Sovereign
Post by: Yellow 13 on May 21, 2015, 01:14:14 AM
Huh... Because when I built the Sovergin in my game, I was limited to two and the game cut me off. That was very confusing for me...
Title: Re: Sovereign
Post by: Corey on May 25, 2015, 03:02:11 PM
In the Awakening of the Rebellion Mod the AI doesn't spawn many Ships.

She cannot build Ships without Credits.

Hate to break the illusion, but if you've ever played a strategy game you've played against an AI with free units, and AotR is absolutely no different. \


Honestly, I've always questioned when mods say they've improved the AI for EaW, considering that most just play with a few values and say "it's better now", cue placebo effect and then it's a crapshoot whether or not the game plays well with the other changes. If you edit specific functions to change specific AI behaviours and try to see the effect, it almost never works; you can track down the code for a specific function and remove it entirely from your mod's coding, and then when you go to see the effects it had, the function is still occuring and it turns out the game didn't load those modified files at all. Plenty of RaW players, for example, will praise RaW for their edits to the AI, then play other mods and make the claim that RaW has great AI and those mods had shit AI, without realising that the RaW AI files are actually installed directly to the data folder, and are therefore "active" in any other mod they play, as well as the base game.
Title: Re: Sovereign
Post by: Mat8876 on May 25, 2015, 07:03:20 PM
Corey is right I noticed that effect myself after installing a mod.