*To be inserted once ready*
OPTIONAL DOWNLOAD
Rebalances the weapons so the AI can handle them better, so ballistic factions no longer sit on bursters, rippers and basic gauss\mass rounds when they have far better. (Not yet released)
What is the Vanilla AI Enhancement (VAE) Mod?
The Vanilla AI Enhancement Mod is an attempt to utilize what limited modding capability SOTS2 has in regards to its AI in order to improve its performance.
The AI has always been the weakest point of SOTS2 since it doesn't pose much of a challenge once a human player has the basics understood.
This mod aims to not only provide more options to the AI while attempting to preserve the gameplay from an unmodified SOTS2:EOF install but it also fixes numerous bugs.
It also tweaks certain things in order to assist the AI in its gameplay and enables the disabled 'Very hard' AI option.
Version 5 alters the FTL system of the Morrigi due to AI issues so it will no longer be a pure vanilla experience. You've been warned.
Version 6 has some AI-focused balance changes for the Zuul and Loa factions. They may be slightly more powerful than in the base game due to this, so fair warning.
Please be warned that the AI has many of its proverbial leashes removed. I have seen some factions with default settings on the Very Hard AI setting field Leviathans around turn 120.
The latest update log can be found within the code segment below, and the download itself has the full readme with all previous and current changes listed.
Installation: Extract the zip into your SOTS2 install folder or extract it elsewhere and copy the assets folder into your SOTS2 install. Recommend you make a backup of your SOTS2 install.
Removal: Delete your entire SOTS2 install, then reverify via steam.
If Updating: I almost never delete files so extracting to the same place as before should be fine. If it crashes on load, remove SOTS2 and reinstall both it and the mod.
TL:DR - A near total overhaul of various things within SOTS2 which should allow the AI to be far more effective, especially combined with the Very Hard AI option.
Code: Select all
Version 6
Massive redo of the entire fleet templates file. Again.
Large redo of the tech tree to alter AI priorities. Again.
Loa 'Node' speed increased to 5 from 4.
Slight increase in AI desire to build construction fleets during expansion phase.
Loa no longer uses default colony fleet templates.
Loa will not build any additional starting colony fleet templates.
Loa colony fleet templates altered to have only a single colony ship.
Zuul no longer builds invasion fleets - only scavenger fleets.
Defense Fleets can now perform Piracy. (Test - do not believe AI can do it.)
Defense Fleets can now perform Survey missions. (Test - I've not seen the AI do anything with these fleets otherwise.)
Grappler, Disruptor Whip and Absorber Harpoon direct damage increased slightly to make Zuul AI more willing to fit them.
Grappler, Disruptor Whip and Absorber Harpoon fitting costs, supply and crew requirements decreased slightly.
Grappler, Disruptor Whip and Absorber Harpoon firing range on planets set to match its max range to prevent AI bug.
Loa Hammerhead section frontal turrets firing arc fixed. (left turrets could not fire forward properly.)
Loa Standard Command section light turrets firing arc fixed. (Same as before, light turrets could not fire forward.
Enviromental Tailoring AI desirability increased... yet again...
Solforce AI interest in Orbital Drydocks and Heavy Platforms increased.
Solforce AI interest in Node Pathing increased... again.
Solforce AI interest in DN construction increased... again...
Tarkasian and Zuul AI interest in EMP torpedoes decreased to reasonable levels so they get back to researching other more important early game techs.
Zuul CR production time decreased by 20%
Dreadnought Construction AI value increased... for like the eighth time...
Armada CnC research cost halved. (Bottleneck for AI DN construction)
AI interest for Armada CnC research increased dramatically. (Should make them research it after getting DN construction).
Liirian AI now has a massive focus for getting DN tech early. (Test due to their AI in tactical combat being horrible for their ships)
Solforce interest in Shield Command section increased.
Disruptor Whip made less interesting for the AI - may be good for them but research time is too long early game.
Zuul Colony Support costs decreased by 25%
Grappler lifetime decreased, rate of fire improved, damage improved a little bit. (Should make the AI consider using it. Again.)
Grappler is now impacted by Missile upgrades.
Grappler is now tagged as StandOff. (Zuul AI should be more tempted to field it.) (TEST)
Cube construction cost (only for the cube section for now): decreased to 8000 from 9000.
Notes & Comments:
This has been fairly thoroughly tested using default settings. There should be no mod-related crash bugs.
Loa may still have issues and are still not recommended to be used in large maps due to very large turn times. Small maps should be fine.
The mod has improved performance ingame (slightly) but turn times can be longer since the AI is doing many more things each turn than it was before.
I have to say that some factions are going to be very difficult to overcome if they are set on Very Hard difficulty - only put them on this difficulty if you are playing something like a 1v3 or don't mind the AI having major advantages in income, construction and population.
While the mod is called VAE (Vanilla AI Enhancement Mod), there has been numerous changes so this is not a purely vanilla experience. I've done my best to keep it as close to the base game as possible, but the AI is simply not going to be able to perform very well with pure vanilla settings.
If you have problems, crashes, feedback or suggestions, please post in this thread and let me know.
CREDITS:
Kerberos Productions.
Mecron.
Slashman.
Haplo Patryn.
willdieh.
ZedF.
And the others who've provided encouragement over the time VAE has been in production.
If I've forgotten someone, let me know.