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Hosted Projects - Standalone => Wing Commander Saga => Topic started by: FlashFire on December 20, 2007, 06:28:58 am

Title: Another mission, another question!
Post by: FlashFire on December 20, 2007, 06:28:58 am
Well... last time I asked for help, I received it in plenty. Those communications animations certainly fleshed out my mission a little more. But here's one I ran across play testing several missions I'm developing...

The scenario is pretty simple -

Player and wingman are to escort three longbow bombers to attack a Kilrathi Light Carrier and its escorts. I've carefully balanced the encounter to provide an adequate challenge... but I noticed while watching the Longbows go to work on the carrier, that they're REALLY hesitant to use Torpedoes. As a matter of fact, watching the armor damage on the light carrier and the various ordnance being launched, I'm pretty sure that none of the three longbows ever bothered to launch a torpedo. Is there any way to convince the AI that using torpedoes on capships is a good idea?
Title: Re: Another mission, another question!
Post by: Aginor on December 20, 2007, 06:37:02 am
IIRC the bombers rarely launch torpedoes when attacked by fighters. Try to keep their six clean and watch what they do.

But there will be more experienced Fredders here in a short time, just wait a little bit more. (I am a Noob in FRED...)
Title: Re: Another mission, another question!
Post by: FlashFire on December 20, 2007, 07:14:15 am
It's quite understandable that the bomber aren't launching when attacked by fighters - but I'm talking about AFTER the fighter escort has been destroyed, and there are a handful of bombers just pounding away with guns, and occassionally launching their usual anti-fighter missiles at the carrier. (I've mitigated this somewhat by providing extra Dart Dumbfires to the bombers. At least they have the potential to help bring down the carrier more quickly).
Title: Re: Another mission, another question!
Post by: karajorma on December 20, 2007, 08:36:04 am
The good-secondary-time SEXP might have an effect.
Title: Re: Another mission, another question!
Post by: Tolwyn on December 20, 2007, 09:02:13 am
well, the problem here is, like kara mentioned, that torpedo have 20 seconds target lock. Either you modify it by the sexp (if that is what the sexp does :)) or set a waypoint for the bombers to clear the the target's area. Then they should be able to launch torpedos ;)
Title: Re: Another mission, another question!
Post by: karajorma on December 20, 2007, 09:59:39 am
The SEXP tells the ships to use their secondary weapons more. That's all.
Title: Re: Another mission, another question!
Post by: Vidmaster on December 21, 2007, 07:38:14 am
The good-secondary-time SEXP might have an effect.

If I am not mistaken, that one just tells the AI which one of the missile types the fighter carries should be preferred...
Title: Re: Another mission, another question!
Post by: Admiral_Stones on December 21, 2007, 07:40:09 am
What if you SEXP the Longbow's to crash into the carrier so often until it's dead?
Title: Re: Another mission, another question!
Post by: karajorma on December 21, 2007, 11:42:45 am
If I am not mistaken, that one just tells the AI which one of the missile types the fighter carries should be preferred...

It seems to do more than that from the code but to be honest I can't make head nor tails of the AI code.