Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fury on December 09, 2010, 11:47:35 am
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Download link (http://www.mediafire.com/?c3vyys6706ew3ya)
Blue Planet: War in Heaven AI adapted for use in other campaigns
AI profiles included for following campaigns:
* Retail FS2, mediavps recommended
* Freespace Port
* Silent Threat Reborn
* Blue Planet: Age of Aquarius
* Should work with any other campaign based on above mods or retail that doesn't use its own custom AI
Differences to BP: WiH AI:
* Smart weapon selection is disabled
* Random turret fire delay is enabled
Requires FS2 Open 3.6.12 or newer.
In the mod's folder you'll find several ini-files. Rename one of these to mod.ini depending what mod you want to use this AI mod with. To play other campaigns, simply copy one of these mod.ini's and edit secondarylist accordingly. Use mod.ini-bp_aoa as an example.
mod.ini-bp_aoa = Blue Planet: Age of Aquarius
mod.ini-fsport = Freespace Port
mod.ini-mediavps = Mediavps
mod.ini-str = Silent Threat Reborn
The two differences mentioned above are there to ensure that most missions do not break to a point becoming impossible or nearly so. This AI won't use Trebuchets on anything smaller than cruisers for example, like in retail. Even though random turret fire delay is enabled, turrets still fire faster than in retail. This should provide good enough compromise for use in missions that were designed for retail AI.
Do not use together with mods that use custom AI, such as Vassago's Dirge, Wings of Dawn and War in Heaven.
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fixed title :nervous:
-edit: bloody Fury changed it back
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Well that's quite a few campaigns to replay now isn't it?
And do we have to make a Trademark Application for "Fury AI" - ? Might get shot down for being laudatory or descriptive of the goods but there's a good chance it will make it too.
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Would dropping the vp into the mod's folder cause problems?
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Would dropping the vp into the mod's folder cause problems?
The problem is that it will significantly alter how all turrets and computer controlled ships will behave making them more capable compared to retail so missions balanced gains retail AI could become significantly harder and even break the timing of some missions making htem imposable
So long as you are using a 3.6.13 build of FSO there should be no compatibility issues if the mod you are changing does not have a AI.tbl and or AI_Profiles.tbl
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Would dropping the vp into the mod's folder cause problems?
The problem is that it will significantly alter how all turrets and computer controlled ships will behave making them more capable compared to retail so missions balanced gains retail AI could become significantly harder and even break the timing of some missions making htem imposable
This AI is designed specifically to be used with the listed campaigns without making them impossible.
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Please re-rename it to Fury AI.
EDIT: Thank you! <3
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Do I really need the 3.6.13 build or I can keep my build from the Antipods 7 ?
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Antipodes 7 is 3.6.13, though now you should take a look at Antipodes 8.
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Do I really need the 3.6.13 build or I can keep my build from the Antipods 7 ?
Need? No. Like it says on the readme, 3.6.12 or newer is required.
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For those of us out of the loop, what does this do to the AI, exactly?
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Makes it intelligent and self-aware.
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For those of us out of the loop, what does this do to the AI, exactly?
I'm going to give you a complete rundown in a moment. Stand by.
I consider it basically mandatory for any modern campaign, since it creates more lifelike AI behavior without necessarily increasing the difficulty (if you're careful with your design.)
I would frankly recommend the version of the Fury AI contained in War in Heaven over this one; this one is designed for back compatibility.
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Okay, take a look at this.
#AI Profiles
$Default Profile: BP2
$Profile Name: BP2
$Player Afterburner Recharge Scale: 5, 4, 3, 2, 1
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 40
$Player Countermeasure Life Scale: 2, 1.75, 1.5, 1.25, 1
$AI Countermeasure Firing Chance: 0.2, 0.4, 0.6, 0.8, 1.0
$AI In Range Time: 2, 1.0, 0.5, 0, -1
$AI Always Links Ammo Weapons: 60, 50, 40, 30, 20
$AI Maybe Links Ammo Weapons: 60, 50, 40, 30, 20
$Primary Ammo Burst Multiplier: 1.0, 1.0, 1.0, 1.0, 1.0
$AI Always Links Energy Weapons: 60, 50, 40, 30, 20
$AI Maybe Links Energy Weapons: 60, 50, 40, 30, 20
$Max Missles Locked on Player: 2, 3, 4, 5, 6
$Max Player Attackers: 2, 3, 4, 5, 6
$Max Incoming Asteroids: 2, 4, 6, 8, 10
$Player Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
$Predict Position Delay: 0, 0, 0, 0, 0
$Player Shield Recharge Scale: 2, 1.75, 1.5, 1.25, 1
$AI Shield Manage Delay: 4, 2,0 1.0, 0.5, 0
$Friendly AI Fire Delay Scale: 1, 1, 1, 1, 1
$Hostile AI Fire Delay Scale: 2, 1.5, 1, 1, 1
$AI Turn Time Scale: 2, 1.5, 1, 1, 1
$Glide Attack Percent: 50, 60, 70, 80, 90
$Circle Strafe Percent: 50, 60, 70, 80, 90
$Glide Strafe Percent: 50, 60, 70, 80, 90
$Stalemate Time Threshold: 15, 15, 15, 15, 15
$Stalemate Distance Threshold: 150, 150, 150, 150, 150
$Player Weapon Recharge Scale: 5, 4, 3, 2, 1
$Max Turret Target Ownage: 99, 99, 99, 99, 99
$Max Turret Player Ownage: 2, 4, 6, 8, 10
$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: 0.5, 0.5, 0.5, 0.5, 0.5
$Repair Penalty: 10, 20, 30, 40, 50
$Delay Before Allowing Bombs to Be Shot Down: 0.5, 0.5, 0.5, 0.5, 0.5
$Chance AI Has to Fire Missiles at Player: 1, 2, 3, 4, 5
$Max Aim Update Delay: 0.25, 0.2, 0.15, 0.10, 0.05
$Turret Max Aim Update Delay: 0, 0, 0, 0, 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
$allow rapid secondary dumbfire: YES
$huge turret weapons ignore bombs: YES
$don't insert random turret fire delay: YES
$hack improve non-homing swarm turret fire accuracy: NO
$shockwaves damage small ship subsystems: NO
$navigation subsystem governs warpout capability: NO
$ignore lower bound for minimum speed of docked ship: NO
$disable linked fire penalty: NO
$disable weapon damage scaling: NO
$use additive weapon velocity: NO
$use newtonian dampening: NO
$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
$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: NO
#END
You'll note that the player still receives bonuses to afterburner recharge on lower difficulties, that the player takes reduced damage from friendly beams, and that player countermeasures last longer and lower difficulties.
The AI's chance to fire countermeasures will increase as difficulty goes up.
Now, here's where we hit the good stuff:
$AI In Range time - the AI will actually fire its guns when in range, instead of waiting artificially until it's even more in range.
AI has capacity to handle ammo weapons (thanks Diaspora!)
The AI's predict position delay is reduced to 0 across all difficulty levels to reduce absolutely stupid behavior. This does not make things as cripplingly impossible as it sounds. AI will also manage their shields faster.
Artificial AI fire delays are reduced to feel less contrived.
Two key fields: max turret target ownage is now 99 across all difficulties, so capships can actually use all their guns instead of being limited to four or five turrets at a time. Max turret player ownage is also bumped, though it scales by difficulty.
Delay before bombs can be shot down is lowered to .5 seconds, I believe it was 1.5 in retail (which was aaaawful.) Invincible bombs are dumb.
Turrets are better shots than in retail. Bomber defense turrets are actually very potent now.
Now, on to the really, really good stuff.
AI will be smart about selecting primary and secondary weapons based on the amount of damage the guns will do to the target.
AI will use fast shield management to keep itself alive. AI will pulse its afterburners like a skilled human player. AI can fire dumbfire rockets at their actual rates of fire, instead of firing them as slow as Harpoons. Beams won't shoot at bombs any more. Turrets don't suffer a random refire delay between every shot - this will make standard flak and the LRed very overpowered.
In this AI profile, destroying nav won't prevent jumpouts. That can be changed.
This AI profile allows beams to count towards kills. No more stealing the Belisarius kill from the Psamtik. Easily changed.
A number of bugfixes for AI behavior, starting with $fixed linked primary weapon decision bug and down through the heatseekers on stealthed ships bugs.
AI can now dodge vertically as well as horizontally, like a player.
AI class bug is fixed - the game will not randomly reset AI classes to ship defaults, making all your hard balancing work in FRED useless. This bug was around since retail.
Turrets will no longer shoot at ships that are out of range due to a radius error.
The last flag, $No extra collision avoidance vs. player, is kinda buggy and should stay off for now (it is here.)
The AI.tbl entry (this is all AI Profiles so far) also includes beefed up AI classes that will make each individual AI type perform better.
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AI will pulse its afterburners like a skilled human player.
It's funny, I learned the how and why to do this by watching my WiH wingmen. :lol:
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Retail values for comparison can be found in the wiki (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl).
But let's not forget AI.tbl (http://www.hard-light.net/wiki/index.php/Ai.tbl) which is equally important.
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Please re-rename it to Fury AI.
EDIT: Thank you! <3
If anything, this should be called SushiAI since it's his code that made better AI possible.
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Does the AI attack targets beyond sensor range in the nebula? It's always annoyed me that my wingmen spray their Maxims everywhere at the beginning of The Fog of War.
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I don't even know if effective sensor range even means anything (or much) to AI. I guess it's one of those things someone needs to test out.
If they still spam weapons beyond effective sensor range, then that's another new feature to add to ai_profiles.tbl.
I'll holler QuantumDelta about, he's the resident slave-tester.
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Thanks Battuta. :)
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I've spotted Hercs2 spamming Harpoons long before ships are targetable in the first nebula mission.
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iirc, the AI is not affected by such things.
Would be nice if it was.
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Beam turrets are.
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Up untill Slaying Ravana my wingmen actually survived ... mostly. Looks like even better AI's can't help when you're in a large flying bullseye.
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It also tends to increase turret accuracy and warship survivability.
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Kind of funny thing here. In FSport with the new AI on the third training mission the instructor will blow away the drone instead of just damaging it. Then he chews you out for not following instructions. :lol: