Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: predator82 on May 27, 2011, 08:51:32 am
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Hi there...
Just installed FS2 again and updated to SCP3.6.12. For the next playthrough I'm trying to beat the shivans on "fair" terms, i.e. my ship takes as much damage, has as much energy etc. as everybody elses (= the AI pilots). Now... which setting would that be?
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Insane. Preferably with Fury AI.
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What he said. There should be a topic on Freespace modding with the lastest version of the fury AI
EDIT - http://www.hard-light.net/forums/index.php?topic=76330.0
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So ... every difficulty below insane gives your fighter boni? And I thought medium would be fair...
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Retail AI profile gives you 50% bonus to weapon recharge rate even on Insane difficulty. Everything else is equal on Insane though.
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So ... every difficulty below insane gives your fighter boni? And I thought medium would be fair...
Correct (though even Insane gives you some bonuses, as Fury said).
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On the other hand, after seeing how AI attacks capships, I'm starting to doubt if they use up weapons energy at all.
AI is always cheating in a few places, such as not needing to lock missiles or having inhuman accuracy and perfect situational awareness.
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(http://blueplanet.hard-light.net/insanity2.jpg)
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Steel battalion style!
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I'm starting to doubt if they use up weapons energy at all.
They do use weapons energy and can also deplete it.
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They do?
Then why they're capable of pelting a capship with Maxims way longer than I am?
I've never noticed sustained Maxim or Kayser fire draining their power.
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I've seen it happen.
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Would it be realistically possible to have an Ai_profiles setting that forced AI ships to actually acquire aspect lock before launching aspect seekers? Does the game not bother to calculate that sort of stuff for non-player ships? It looks like most other things can be made "realistic" in the tables, as Fury's insane BP AI demonstrates.
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No it's not possible because one would have to create a method of simulating aspect lock indicator for AI controlled ships. That wouldn't be easy. AI however does use +Min Lock Time.
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Perhaps an "AI Minimum Lock Time", which would only affect AI (could be calculated using how long, on average, a human player takes to lock a missile).
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Perhaps an "AI Minimum Lock Time", which would only affect AI (could be calculated using how long, on average, a human player takes to lock a missile).
dude
AI however does use +Min Lock Time.
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They do?
Then why they're capable of pelting a capship with Maxims way longer than I am?
I've never noticed sustained Maxim or Kayser fire draining their power.
That's how it seems for me as well.
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Perhaps an "AI Minimum Lock Time", which would only affect AI (could be calculated using how long, on average, a human player takes to lock a missile).
dude
AI however does use +Min Lock Time.
No. I think what's he trying to get at is trying to simulate the effect of an AI struggling to get a lock without it being at the players expense.
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Indeed, the idea is to have the value calculated on the average time it takes the player to aquire a lock, which is longer than minumum.
Perhaps it could also be slightly randomized.
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I think Insane AI is as far as a realistic living junior pilot would go.
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Insane AI basically have unlimited primary energy, as far as I know.....
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That's how it always seemed to me, despite player's recharge being lethargic at that level.
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Aww, your fighter gets an advantage over AI fighters by default? And here I was thinking I was just that good...
@QD I'm pretty sure you're right. AI get restricted in the amount of shots they can take over time, their accuracy etc. I don't think they use energy in the same way the player does. I'm looking at the tables and I don't see any such figures. Seemed like they had more endurance with the maxim anyways...
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Could somebody take a look at the code an tell us exactly how it works?
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I'm 99.9% sure I've seen enemy a.i. fighters run out of energy.
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I'm certain I have as well. It wasn't on Insane difficulty though.
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I thought they didn't bother giving the AI energy reserves and just reduced their refire rate depending on the difficulty or something like that. Not sure where I got that idea though.
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I'm 99.9% sure I've seen enemy a.i. fighters run out of energy.
I don't think I've seen it happen to enemy or friendly fighters. I typically give friendlies heavy weapons I couldn't get away with using for specifically that reason.
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Just make a test mission, put in a hostile play-dead fenris and erinyes and give it maxim or kayser. Watch the results. I did exactly that after Dragon posted and it was apparent that the AI fighter ran out of primary energy. It is entirely different matter what mechanics are involved with primary energy on AI fighters.
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Well I've definitely seen them run out of energy but there might be some situations in which they can't... Or something I dunno.
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Isn't it entirely plausible to assume that the AI, being a computer and all, can manipulate ship energy distribution far more effectively, moment-by-moment, than a human player?
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Isn't it entirely plausible to assume that the AI, being a computer and all, can manipulate ship energy distribution far more effectively, moment-by-moment, than a human player?
I'm not sure how much more effective diverting all energy to weapons can be in this case.
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Why not? It boosts weapon energy recovery, right?