aerojet029 wrote: ↑Thu, 6. Dec 18, 21:38
after looking at the files you posted:
Quota jobs are posted based on 3 criteria
" At the moment, jobs are mostly set to have enough numbers to cover only the space that they start with, this coverage stretching as the faction expands.
Jobs marked _exp can expand past the faction's starting territory, but only up to a point. These allow a faction to expand to a point largely defined here.
Nature of reinforcement resulting from expansion is also largely defined by these jobs.
Jobs marked _comp are capable of occupying a relatively small volume of space in numbers that are more significant than normal.
These tend to resist compression, tending to concentrate as a faction contracts. "
one problem I have found is it is easy for fleets to get distracted. For example the Ka'ak "shipyard" or base or whatever it is called can supposedly spawn anywhere. the one I found was in Paranid space. The issue is that the base is marked hostile and has (seemingly) infinite health. Meaning the majority of Parinid ships are completely rendered useless. A fix would be to turn the base into a neutral faction or owner less maybe and and keep the Ka'ak spawns.
2 things limit a faction (except the Ka'ak which based on this job list seem to just spawn in to harass the universe) the shipyards/warfs producing ship (and therefore the resources to build those ships) and the Quota listed by the job list. It seems each job is for different parts of the AI's "strategy"
based on the concept in the open notes:
Expansion
these jobs produce ships to invade other territories
their expansions limit is defined
How they are reinforced is defined
Compression
Bulk forces mean't to occupy and protect allied space
as the amount of friendly space goes down these "act" in increasing effect.
most of this are opinions but I believe based on some of the notes and the way the job list is defined it looks like every faction starts with about 7 sectors and was meant to be able to "dynamically" take over different sectors by choice. It seems the AI is artificially held back leaving room for the player to either progress the war missions (most missions broken atm) which seem to force the factions (other than Xenon and Ka'ak) to hate each other. then invading forces would be artificially held back so as not to get out of hand.
the fix I think needs to be done is those quota jobs (especially the civilian ship jobs) needs to be dynamic and not static focused on special faction priorities. For example the Teladi are all about trade. they should focus on civillian jobs but if they start to lose a sector or lose stations, they should shift their "focus" to Comp forces.
You could reference a variable "quota" and then develop a new XML script to define different parameters and different weights of effect based on factions. then give the player an in game slider (for performance reasons) on the scale. low medium high insane? This is all speculative and would like to hear other opinions.