Quoting darkshimmer, reply 1587I'm 99.999999999% positive all of the research tress have a cap at tier 1 that can be built without research. Maybe your running an older version of the mod, like the first release which um, was corrected with the patch that goes um, afterwards!
Nope.. The 1st "elite" research is at tier 2. Suq-jagh, and Ambassadors require some weapon pre-reqs as well. The Sins AI is used to having the first capital ship free, and that is what is confusing the easier AI's. We dont want free elite units in the mod, because it would so break the balancing. The hard and unfair AI doesnt seem to have a problem researching, and building. Normal is hit or miss, and easy wont do anything at all.
If you do work on the AI have it focus on the 1st elite unit while building a small strike force to take over the 1st surrounding worlds (2 scouts on auto explore, 5 light frigs, 1 colony ship). Every ship has a roletype assigned to it so as to not give the AI a heart attack. We found out the hard way that if the AI has no colonizer, or scout roletypes, it wont build anything at all. We assumed the AI needs at least one of every roletype to function.
It seems once the 1st elite hurdle is overwith the AI builds, and researches as it should, and sometimes i get surprised at how many ships it does build.
Play on hard, or unfair AI. Also set all research, and build times to fast. That seems to help it along as well.
I looked through all the AI files people (like Derenek) have noted as controling the AI. Unfortunately, the tools for tweaking the different AIs are very rudimentary - basically, you rate how highly the AI of a given type (e.g., researcher, aggressor, defender, economy) rate categories like building their fleet, building defensive structures, upgrading starbases, etc. Playing with different types of AIs has demonstrated to me that the "Aggressive" AI is the fastest to get out there, which I assume is because it's really trying to build up its fleet, and it needs research stations to do it.
I found no means of telling the AI what cap ship to build, or when to build it. It's possible that this is just built into sins somewhere and is not modable. If that's the case, tweeking the Aggressive AI may be the best the AI can do.
Does anyone know how to figure this out (I know some people have had discussions with sins programmers)?