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SerialMascot:
what is the problem with it? I would be so happy to finally hear what the problems are with the current values. I already made some changes based on sages and joshuas previous comments (here or maybe discord too). I will post an update after one more test, so hold off until then please.

Strygon:
Well the issue is quite obvious, with such a long range and such a short time the AI will consider after a singular second of being within 2,000m of the target and not shooting or having been shot at:
"This is clearly an unwinnable stalemate, I need to break away and re-engage"

Which it really should not be doing if you wish for AI ships to attack normally and not tend to turn tail from most oncoming engagements.

SerialMascot:
hmmm. I don't think that's correct, but I don't want to debate you sage. I also think that those who assume that I am clueless are often disappointed. I only speak with authority when I'm sure of myself. In FreeSpace I almost always defer to others' experience, which I've done in the case of AI behavior each time I was confused.

SerialMascot:
you can keep saying that if you like
I'm not sure what the problem is without each config being explained in turn
I have no idea why you feel so threatened by me or my strong opinions and feel the need for criticizing a table and not explaining what's wrong with it - but go right ahead I guess I'm not gonna silence you

anyhow that was version 2.8.

here is 3.0
enjoy!

$Player Afterburner Recharge Scale:            5,    4,    3,    2,    1
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30
$Player Countermeasure Life Scale:             10,    9,    8,    7,    6
$AI Countermeasure Firing Chance:              0.4,  0.5,  0.6,  0.7,  .8
$AI In Range Time:                              0,   0,    0,    0,     0
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:                90,   80,   70,   60,   50
$Max Missiles Locked on Player:                1,     2,    3,    4,    5
$Max Player Attackers:                         2,    3,    4,    5,    6
$Max Incoming Asteroids:                       3,    4,    5,    6,    7
$Player Damage Factor:                        .50,  .55,  .70,  .80,  .90
$Player Subsys Damage Factor:                  .1,  .2,   .3,   .4,   .5
$Predict Position Delay:                       0,    0,    0,    0,    0
$AI Shield Manage Delay:                       2.5,  2.0,  1.5,  1.25, 1
$Friendly AI Fire Delay Scale:                 1,    1,    1,    1,    1
$Hostile AI Fire Delay Scale:                  1,    1,    1,    1,    1
$Friendly AI Secondary Fire Delay Scale:       1,    1,    1,    1,    1
$Hostile AI Secondary Fire Delay Scale:        1,    1,    1,    1,    1
$AI Turn Time Scale:                     1,    1,    1,    1,    1
$Glide Attack Percent:                     100,   100,   100,  100,   100
$Circle Strafe Percent:                     100,   100,   100,  100,   100
$Glide Strafe Percent:                     100,   100,   100,  100,   100
$Random Sidethrust Percent:                  100,   100,   100,  100,   100
$Player Shield Recharge Scale:                 2,    1.5,  1.2,  1,   .8
$Player Weapon Recharge Scale:                 2,    1.75, 1.5,  1.25,  1
$Max Turret Target Ownage:                     4,     4,    4,    4,    4
$Max Turret Player Ownage:                     3,     4,    7,    10,   15
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6
$Repair Penalty:                               10,   20,   35,   50,   60
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5
$Chance AI Has to Fire Missiles at Player:     0,    0,    1,    2,    3
$Max Aim Update Delay:                         1.0,  1.0,  1.0,  1.0,  1.0
$Turret Max Aim Update Delay:                  1.0,  1.0,  1.0,  1.0,  1.0
$Player Autoaim FOV:                           1.0,  1.0,  1.0,  1.0,  1.0
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0

$big ships can attack beam turrets on untargeted ships:      YES
$smart primary weapon selection:                     YES
$smart secondary weapon selection:                     YES
$smart shield management:                           YES
$smart afterburner management:                        YES
$free afterburner use:                                  YES
$allow rapid secondary dumbfire:                     NO
$huge turret weapons ignore bombs:                     YES
$don't insert random turret fire delay:                  NO
$hack improve non-homing swarm turret fire accuracy:      YES
$shockwaves damage small ship subsystems:               YES
$navigation subsystem governs warpout capability:         NO
$ignore lower bound for minimum speed of docked ship:      YES
$disable linked fire penalty:                        NO
$disable weapon damage scaling:                        YES
$use additive weapon velocity:                        YES
$use newtonian dampening:                           YES
$include beams for kills and assists:                  YES
$score kills based on damage caused:                  YES
$score assists based on damage caused:                  YES
$allow event and goal scoring in multiplayer:            YES
$fix linked primary weapon decision bug:               YES
$fix ramming stationary targets bug:                  YES
$prevent turrets targeting too distant bombs:            YES
$smart subsystem targeting for turrets:                  YES
$fix heat seekers homing on stealth ships bug:            YES
$multi allow empty primaries:                        YES
$multi allow empty secondaries:                        YES
$allow turrets target weapons freely:                  YES
$use only single fov for turrets:                     YES
$allow vertical dodge:                              YES
$force beam turrets to use normal fov:                  NO
$fix AI class bug:                                 YES
$turrets ignore targets radius in range checks:            YES
$No extra collision avoidance vs player:               YES
$perform fewer checks for death screams:               NO
$advanced turret fov edge checks:                     YES
$require turrets to have target in fov:                  YES
$all ships manage shields:                           YES
$ai aims from ship center:                           YES
$allow primary link at mission start:                  YES
$fighterbay arrivals use carrier orientation:            NO
$fighterbay departures use carrier orientation:            NO
$ai path mode:                                    alt1
$fix ai path order bug:                            YES
$aspect bomb invulnerability fix:                      YES
$ai can slow down when attacking big ships:               YES
;$lead indicator second-order prediction factor:         0.15
$no directional bias for missile and ship turning:         YES
$respect ship axial turnrate differences:               YES
$any ship with no shields can manage ETS:               NO
$fighters/bombers with no shields can manage ETS:         YES
$better combat collision avoidance for fightercraft:      YES
$improved missile avoidance for fightercraft:            NO
$friendly ships use AI profile countermeasure chance:      YES
$improved subsystem attack pathing:                     YES
$fix keep-safe-distance:                           YES

Strygon:

--- Quote from: SerialMascot on December 06, 2022, 10:24:09 pm ---you can keep saying that if you like
I'm not sure what the problem is without each config being explained in turn
I have no idea why you feel so threatened by me or my strong opinions and feel the need for criticizing

--- End quote ---

I don't feel threatened? I don't think I came across as such either, it was a simple explanation of how the AI may behave incorrectly due to these given values.
I'm just trying to help, man.

As for why I feel the need to criticize? Well I want to offer my informed opinion as an experienced modder when it comes to stuff like tables. I don't think that's a bad thing.


--- Quote from: SerialMascot on December 06, 2022, 10:24:09 pm --- a table and not explaining what's wrong with it - but go right ahead I guess I'm not gonna silence you

--- End quote ---

And this segment is what, chopped liver?


--- Quote from: Strygon on December 06, 2022, 04:50:18 pm ---Well the issue is quite obvious, with such a long range and such a short time the AI will consider after a singular second of being within 2,000m of the target and not shooting or having been shot at:
"This is clearly an unwinnable stalemate, I need to break away and re-engage"

Which it really should not be doing if you wish for AI ships to attack normally and not tend to turn tail from most oncoming engagements.

--- End quote ---

The problem outlined is:

AI recognizes that a target is within 2,000m of them.

They now assume they are dogfighting the enemy and begin counting down how long it has been since either one of the two has taken any damage.

In this instance, the amount of time that has to pass is one second.

After this second has passed, the AI therefore thinks it is locked in a neverending turnfight and therefore breaks away in order to break the stalemate.

This is bad behavior because with such values it is entirely possible that the AI may start breaking away from stalemates that aren't actually stalemates, or even dogfights.
This is what me, Joshua, qazwsxal and EatThePath have all been discussing in the #bp channel. This isn't an unfounded opinion, this is what the expected outcome is based on how the engine works.

I can't make this any more easy to understand.

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