#Purge all the bad, existing fleets.
1 messages · Page 1 of 1 (latest)
This is also really important because of how auto resolve works
AI fleets are not considered on actual effectiveness when fighting just cost
So old fleets can take over the world then fold instantly to a real player
I think many of them should be moved at least to the very easy/easy difficulty ranges exclusively, rather than be removed, but the big issue is that there's not enough fleets left after you remove those or restrict them to the very low difficulties for some proper diversity
The issue is difficulties already cripple the AI
So you'd just be turning the game from easy to you literally cannot lose because the AI can't pen your armor with their rifle spam fleet XD
then you keep them at very easy
or you change the easy difficulty stats
Maybe, currently on easy and very easy the player gets more income and production, the AI gets less, the AI also gets less research iirc?
Tbh I wish difficulty settings didn't effect the players stats just the AI
uwu’s got a point, you can win with literally any fleet design no matter how shit in singleplayer
Yeah
it makes people design more cannon ships
and we could do with less cannon ships in this world
we need to take in a mass of player ships and fleets
and remove.... certain fleets...
think we especially need another cultist fleet
To quote myself:
I propose the following cleanup:
remove "tovarish2" (there's an updated "tovarish")
remove "sunrise" (there's an updated "sunrise2")
restrict "RwR" to Normal (all the buildings face in one direction)
restrict "forwards" to Normal (all the buildings face in one direction)
#suggestions-discussion message
#suggestions-discussion message
All buildings facing one direction can work against the AI tbf
for the many starting players who didnt invest tens of hours into the game, these fleets are often the most fun factor, so i agree that they should be moved to lower difficulty exclusively, not removed
I dont know if its possible, but if all ais use rifles instead of muskets on t0 buildings, then they wouldnt be defeated by flying above them
Rifles are not T0
ideally you wouldnt need this if the ai started with at least 2 musket buildings instead of 1
