While I realize this may not be that pertinent once separate planet spawns become available, some means of forcing an AI to select the spawn point furthest from your own, would be nice in singleplayer games. Sad when what might have been an interesting match is cut short by you and your enemy being neighbours, even on the largest planets currently available.
Really? I barely ever have have this issue. And even so I never have it with the AI since it's fairly easy to counter him. Certainly on large planets. Players on the other hand is totally different issue.
Exactly Elonshadow, it is very easy to counter AI, too easy. One needs to limit self to have longer game with AI, or escape planet. And interplanetary war is nukes or moon smash atm. I have another way for wars against AI. Medium or small planet with moon and 9 AIs. One usually survives and goes to the moon. After that i wipe my planet clean and we can start nuking game or invading game.
Considering that spawns are random and you choose from a selection of different spawns it's just luck of the draw, the AI doesn't have any map-hacks or anything so it doesn't know where you've chosen to spawn. There might be some "system" for how it chooses it's spawn, but I don't think it has anything to do with where a player has spawned. Mike
why not thought? for the sake of noobs, it's not like we should ignore ways to make their life easyer...
try hosting this in a minute ^^ see how well you fare : https://forums.uberent.com/threads/...ill-you-play-on-most-often.57742/#post-892990
so... multi-planet spawns are in the game, and by making a 4 player game and picking the planet with only 1 spot on it, you can essentially force the AI to spawn on the other. Actually makes for some interesting gameplay, you can turtle a bit, and build up your base. The AI usually arrives once I've set up orbital defenses and got solar panels going, which seems fine. Only problem is, every game so far, I've thrown everything I had (which is quite a bit at that point) in the face of the AI, who, for unknown reasons seem to favour spearheading the assault with the commander... leads to some pretty short, disappointing games... PA definitely showing promise and potential, though... What I'd like to see, with regards to the AI: * Build speed down a bunch of notches. Currently, the AI seems omniscient, and able to build anything anywhere, as long as it has workers and resources. Some limitations on this ability would make it seem more "human" * A general "Defensive" strategy, where it starts building planetary base and defenses, rather than bee-lining for the player commander. * A game which is about building up planetary defenses while preparing for invading the enemy planet, with the option of throwing a moon or two in their direction, which will progress over time from planetary defense to lunar economy, to all out inter-planetary war...