Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fury on September 09, 2009, 12:03:12 pm

Title: Reverse effect of difficulty on friendly AI
Post by: Fury on September 09, 2009, 12:03:12 pm
Would it be possible to have a yes/no flag in ai profiles or something, that would reverse effect of difficulty slider on friendly AI? As going through half of all ships and turrets in every mission is serious pain in the ass if you create five new AI classes (or more depending of mod) for that purpose.

In other words when this flag is enabled, on very easy friendly AI would be like hostile AI on insane of same AI class. This prevents friendly AI becoming completely useless in lower difficulties and actually becoming useful. Whereas on insane friendly AI would be retards and player gets exactly what he ordered in terms of difficulty.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: chief1983 on September 09, 2009, 12:22:16 pm
It always seemed that some missions were too hard on lower difficulties because you need your wingmen to exhibit some level of competency, especially when fending off bombers from your escort ships.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Fury on September 09, 2009, 01:10:40 pm
Exactly, this feature request would fix that.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Sushi on September 09, 2009, 01:51:59 pm
Of course, it would seriously suck to play on Hard or Insane... you'd have utterly useless wingmen when you needed them the most.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: chief1983 on September 09, 2009, 02:07:53 pm
They should probably be as capable as they are now, and just not get stupider at lower difficulties.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Fury on September 09, 2009, 02:12:58 pm
Friendly AI should be equally capable in all difficulty levels? The problem herein is that what difficulty level is considered a good balance, unless it could be a variable in a flag.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Tolwyn on September 09, 2009, 04:29:42 pm
For Saga's plot characters I created one single AI class called "wingman" which simply uses 1.0/100 values for all difficulty levels.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Aardwolf on September 09, 2009, 11:39:37 pm
I believe I posted something about this phenomenon a few weeks (maybe months) ago.

My suggestion was to just have alternate AI classes, like what Tolwyn said.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Fury on September 10, 2009, 01:40:15 am
Alternate AI class would be sufficient in a case where you want to apply this to wingmen only. But if you would like to apply this to all friendly ships including their turrets, it's a lot of trouble.
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Tolwyn on September 10, 2009, 05:37:48 am
Couldn't you just specify default ai class in ships.tbl?
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Fury on September 10, 2009, 05:52:42 am
That's one way to solve this as long as you clearly have two sides that don't use same ships. And assuming fred2_open has not saved AI classes in the mission. :)
Title: Re: Reverse effect of difficulty on friendly AI
Post by: Tolwyn on September 10, 2009, 08:48:04 am
True. You would need to go through each mission and delete ai class flags.