Author Topic: INFA Eyecandy Thread  (Read 134873 times)

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Offline General Battuta

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In my previous experience with aces I learned that using advanced AI profiles is helpful, but not sufficient. IMHO, improving maneuverability

That can be done with a custom AI class.

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shields

That can be done with armor.tbl

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and energy reserves

That...might be able to be done with a custom AI class.

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Better shields, for example, represent those aces' skills at managing their own shield quadrants.

If you can set the AI shield manage delay on a per-class basis just make an AI class that manages shields faster.

 

Offline Snail

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You need to use the "higher-functioning" AI options...


I'm not saying Inferno is autistic or anything. :P

 

Offline General Battuta

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Oh, I should point out armor types can be dynamically set by FRED now so you don't have to waste ships.tbl slots on ships with different armor classes.

 

Offline Mobius

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That can be done with a custom AI class.

Already tried it, I made a special AI class that makes General look like "Rookie".

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shields

That can be done with armor.tbl

...and FRED, but new ship classes are still required to make the other changes.

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and energy reserves

That...might be able to be done with a custom AI class.

How? Please note that higher energy reserves =/= better energy management...

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Better shields, for example, represent those aces' skills at managing their own shield quadrants.

If you can set the AI shield manage delay on a per-class basis just make an AI class that manages shields faster.

Better shield management is just a plausible excuse to make aces harder to kill from long range and provide a reasonable explanation for that choice. More hitpoints is another matter, as raising them is an obvious and hardly acceptable attempt to make aces more resistant.
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Offline General Battuta

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*shrug* You can do it your way, and I'd probably use some of the same techniques, but consider mixing those with a custom AI class to improve your results.

 

Offline Mobius

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That's what I said at the beginning, yeah.
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Offline The E

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Personally, I'd also ditch custom ship classes entirely in favour of clever use of armor.tbl.
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Offline Mobius

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But armor.tbl doesn't influence maneuverability and energy reserves, so... :)
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Offline General Battuta

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But armor.tbl doesn't influence maneuverability and energy reserves, so... :)

Custom AI classes can change maneuverability, energy reserves I'm not sure.

 

Offline Droid803

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But armor.tbl doesn't influence maneuverability and energy reserves, so... :)

Custom AI classes can change maneuverability, energy reserves I'm not sure.

To an extent, you can't make an Ursa turn like a Dragon no matter how good you make the AI.
In the end they're still limited by the ships.tbl-defined rotation times and damp/rotdamp values, no?
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Offline General Battuta

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Actually...no, I don't think so. I believe it's a multiplier...

We have AI classes that can out-turn QuantumDelta and if I recall Fury's notes correctly this is because they turn faster than the table allows.

 

Offline Mobius

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As far as I know rotation times and dampening are both defined in ships.tbl, and advanced AI classes just give the illusion of a more maneuverable spacecraft.
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Offline The E

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Not an illusion.
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Offline General Battuta

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As far as I know rotation times and dampening are both defined in ships.tbl, and advanced AI classes just give the illusion of a more maneuverable spacecraft.

I'm 72% sure you're wrong. This Blue Planet AI class I'm looking at here is, so far as I know, capable of turning faster than the table allows. But of course that leaves a 28% hole!

Oh and I think it can fire faster than the table allows too.

  

Offline General Battuta

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Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

 

Offline Mobius

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Awesome, I completely forgot about that! However, I'd still use alternate ship classes unless custom AI profiles can, among other things, magically raise energy output. Oh, and we're going a bit OT here... back to serious business, I'm waiting for a reply from a couple of people to upload more screenshots. :)
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Offline Droid803

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Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

Holy crap, you can get the AI to cheat at turning, that's awesome.
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Offline Snail

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Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

Holy crap, you can get the AI to cheat at turning, that's awesome.
You can also make them cheat at rate of fire.

 

Offline General Battuta

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Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

Holy crap, you can get the AI to cheat at turning, that's awesome.
You can also make them cheat at rate of fire.

I said that!

I believe that should at least help with Mobius' concern about weapon energy reserves.

 

Offline Mobius

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It'd definitely help but still doesn't solve the problem. If energy reserves were completely customizable via AI profile multipliers, the need for alternate ship classes would be nullified.

And lol, that's what happens when modders stay away for so long: I completely forgot that shield resistance can be edited in FRED! :lol:
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