Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Jeffro429 on September 20, 2007, 09:50:28 pm
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I'm having problems with the AI table and the AI profiles.
i created a bunch of AI classes. i created one that has less then 20 in Accuracy/Evasion/Courage/patience and i also created one that had around 80 in everything. so i wanted to test out the difference between the 2 different skill levels. using the fsport i made a Fred mission with 5 Apollos vs 5 Apollos, and i gave 1 team the higher skilled AI and i gave the other team the lower skilled AI (mind you this is using the fsport and the test is using the very hard difficulty.) so i watch the 2 AI teams go at it, and to my suprise the lower skilled AI. killed the higher skilled AI. that doesn't make sense.... does any1 know why that happened?
can any1 explain the 4 stats in an AI?
Ive read that accuracy is how accurate the AI is, even though i noticed no difference in the accuracy between the two teams. i also read that the higher the skill that faster they shoot... which i also noticed no difference... both teams were firing at a normal rate.
as for evasion? i noticed both teams rarely evaded which lead to their quick deaths.
what is courage exactly?
and i heard patience isn't even used.
also what is the A.I. profile option in the mission spec in Fred open?
also i extracted the weapon and ship table and edited them... i made some of the ships fly faster... but when i play the game the changes have no effect. I'm thinking I'm doing something wrong... cause I'm doing all this editing to the tables and nothings seems different...
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Where are you placing the tables after editing them?
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in the main freespace file... which is in the same file with the un edited tables with all the main files...
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Hang on a sec, you're confusing me now. Are you saying you're editing the VP file itself? Or do you mean you're saving to Freespace2\Data\Tables?
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ok i extract the weapons and ships table from the main fsport table and then i edit the table and save it... so i still have the fsport with the ship and weapons table, but i also have the edited versions seperate... but in the same file. , and i extracted the A.I. table from the main freespace 2 table and edited that. so under the the file
my computer/games/freespace2 i have ai.tble, FSport4_0_3.tble, root_fs2.tble, weapons.tble, and ships.tble.
i extracted and edited the ai.tble from the root_fs2.tble and i extracted/edited the weapons.tble and ships.tble from the fsport4_0_3.tble and i created the AIprofile.txt and thats also in the main folder.
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Well I see two problems there.
1) The correct extension is .tbl not .tble so unless that is a typo the game would ignore those files
2) The files are in the wrong place. Put them in games/freespace2/FSPort (or whatever the port folder is called)/Data/Tables. Where they are now the game looks at them but decides the ones in your FS1 Port folder are higher priority and ignores them.
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ok fred is ignoring them now. i put the ai.tbl and fsport.tble in games/freespace2/fsport/data/tables. and i open up fred and the freespace 2 ships show up instead of the fsport ships and my ai classes dont show up, only the default ai classes are there. before i could open fred and my ai classes would be selectable plus the fsport ships would be selectable, but i noticed no difference in the two different skill lvls. well i have read one more reply... then ill be back in a few hours. thanks for your time
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That one is simple. Create a short cut to FRED and add -mod FSPort (or whatever mod you are using) to the target box.
For instance
F:\Games\Freespace2\fred2_open_3_6_9.exe -mod Derelict
in the target box would give me access to anything Derelict added to the game.
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ok i did all that... but my elite ai are still getting owned by the weak ai... ive noticed no difference in the way the ai controls the apollos... but i still see the higher skilled ai losing almost every battle. i have the accuracy skill set to 10 and i notice the accuracy is very goood and even better then mine. and the higher skilled dont evade anymore then the lower skill... i see no difference... obviously the game is reading the a.i. because when im in fred i get to give ships my created ai's but i see no difference in the way they fly. is any1 even sure there is a difference?
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Possible bug?
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What teams are the AI placed in? Could friendly or hostile bonus be causing this?
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Yes, that would affect it based on the difficulty level. I think hostiles fire slower than friendlies at least up to medium difficulty.
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http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1
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Yes, that would affect it based on the difficulty level. I think hostiles fire slower than friendlies at least up to medium difficulty.
yea except im playing on very hard... also i tried messing with all that... makes no difference...
i did notice though when i increased the ships max speed and its afterburners max speed times 2 the higher skilled ships tore the lower skilled ships apart... 3 waves each and the higher skilled only used 1 wave while the lower skill used all 3 and lost
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Can you put Team A to Hostile and Team B to Neutral? If Gustavo is correct, this might solve it.
Also, I would try running the mission in both Very Easy and Medium, too; and see if anything changes.
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Accuracy seems to have absolutley no difference in my tests too. A ship with accuracy .5 and .001 seem to be hitting me the exact same amount. Since I'm using fighterbeams that have fairly long range, it gives certain AI's a distinctly unfair advantage. Could we get an AI_profiles flag for it or something?
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Given that the AI table says accuracy is a value between 0 and 100 is it any surprise that two such similar numbers give similar results?
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Are you 100% sure? I mean we have had this discussion earlier..
All retail entries are between 0 and 1 and in code all entries using ai accuracy array use (1.0f - aip->ai_accuracy) type formula...
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Oh yes, I keep forgetting that the comment is wrong for Accuracy as well as Patience (mainly cause that one doesn't actually do anything!)
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Believe me, I considered that, but if I inputted any value greater than 1 the AI wouldn't fire at all...
I had heard that the formula actually would move the AI's targeting reticle around the lead indicator the distance that was calculated by that accuracy value, but again I don't see a visible effect. The AI shouldn't be able to hit me again and again from 6000m, especially not with really low accuracy values.