Author Topic: Ai updates - Second run  (Read 5246 times)

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Offline TopAce

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Ai updates - Second run
I already suggested the SCP team to do some updates on the Ai, but thread has sunk down so quickly. I have summerized what updates may be done on the Artifical Intelligence:

- More often afterburner use: While doing waypoints, and to catch up with the player.
- Ship-specific 'ignore' order. If the player gives order to Alpha 2 to ignore a ship, may Alpha 3 attack it. Otherwise use the SHIFT-I, or C-3-6 for general ignore order.
- More effective self-defense: May the Ai defend himself more often, the current Ai begins defending himslef after severly damaged, and that is quite often too late
- Shield recharging. Evident. The current FS_open version I have simply recharges the fighter shields quickly some seconds after it hasn't inflicted damage.
- May the Ai be unable to target stealth fighters with Aspect-seeking missiles
- Dumpfire missile usage(see Diamondgeezer's thread)
- More lock time with aspect-seking missiles. The Ai can immediatly target the player with aspect-seeking missiles.
- Better tactical weapon usage: May not the Ai attack a large ship with the Lamprey or Circe.
- More often reload request: The bomber Ai flies much without reloading its bombs for minutes, despite the Support ship is idle.

Probably that is all I have in my mind. Apparently, these are only for the fighter Ai.
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Offline Lynx

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*I want the AI to be able to cope with limited afterburner fuel. Right now, they fly on burners 99% of the time until the fuel is depleted.
*The AI pilots shouldn't crash into stuff all the time like retards.
*When attacking a slow or stationary ship, the fighters mostly sit just there and fire on the target. Instead, they should do strafing runs and move while engaging the ship.
*The ship should start evasive manevers when hit(the higher the AI, the faster they react)
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Exarch

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Re: Ai updates - Second run
Quote

-More effective self-defense: May the Ai defend himself more often, the current Ai begins defending himslef after severly damaged, and that is quite often too late

*The ship should start evasive manevers when hit(the higher the AI, the faster they react)
To some extent, these are actually already there for the mission designer to alter:

It's the goal priority that determines how much it takes for an AI ship to break off from it's current mission and go after an attacker, so a ship ordered to attack a cruiser with priority 89 will likely never defend itself but just keeps mindlessly attacking the cruiser, but if it had priority 20, it would start evading and dogfighting after taking only a few hits.

The real problem is the AI never feels truely threatened until it's shields drop regardless of it's goal priority. I think all it would take to fix this is making the AI count hits on it's shield as just as important as hits on it's hull, since once it does start evading it's actually pretty good at it.

 

Offline TopAce

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Excuse me, Exarch, but as of my experience, goal priority is only to queue up Ai orders. The highest priority on the Ai's order list will be followed.
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Offline Exarch

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It does that, too, yeah. Thats the thing though, the attacker needs to supercede the current goal's priority for him to become the new goal, so a low priority will result in the AI breaking off earlier. It's most easily seen in effect on escort missions - bombers with a very high goal priority will be very single minded and all but ignore the player as they make their attack run, whereas ones with a low priority will break off and start evading as soon as you hit them a few times.

 

Offline Fineus

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Can we get some more effective AI when guarding a ship as well? Often if you say - have a Lilith attacking a convoy - the convoy escorts will attack the Lilith but not in any specific place - leaving it to the player to take out the far more powerful beam cannons before they shred the convoy. Any decent pilot would prioritise against weapons when guarding a convoy rather than just trying to take the ship out.

 

Offline TopAce

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Quote
Originally posted by Kalfireth
Can we get some more effective AI when guarding a ship as well? Often if you say - have a Lilith attacking a convoy - the convoy escorts will attack the Lilith but not in any specific place - leaving it to the player to take out the far more powerful beam cannons before they shred the convoy. Any decent pilot would prioritise against weapons when guarding a convoy rather than just trying to take the ship out.


when
- <
distance
--
--
2000
add-goal
Alpha
ai-destroy-subsystem
Lilith
turret02(or whatever the LRed is)
89
send-message
Alpha 1
High
Stupid idiot Ai! Attack that damned LRED! it is going to slash our convoy in half! :D
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Offline Fineus

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*laughs* If you think I'm going to code that into every mission I ever play just for realisms sake - you've got another thing coming ;)

 

Offline TopAce

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At least you would have one more event in your mission. :lol:
I have always been refused here when I suggested to implement a thing to fs_open which can be done with SEXPs, like entering hangar, etc.
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Alow me to be a critic here. The AI in FS2 is great but it lacks some of the more human tatics ie rolling sideways, and the cooler things, they should now and then hotdog with the fighters in the lower AI classes like they make a kill then they fly through the booming explotion of the fighter/bomber they kill, and role on turning.

Now heres the stuff I think is not needed. We don't need to fix any instent lockon with the AI. What ever is worng with your copy I don't know, I would suggest you reinstal the hole game patch it up to full, then use the FS2_Open stuff.  The AI uses thedumbfire missiles just fine, and they use the guns right all the time on my copy of the game. Last but not least the AI shooting a stealth ship with a missile, thats only for the heatseeking missiles, you can do it too if your aim is true and your cloce to your target like within a good 15 meaters of it. They arnt called fire and forget for nothing you know.:rolleyes:
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Offline Gloriano

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okay if you want realism join to your countrys air force that is only realism i know because i was long ago pilot in japanese military
« Last Edit: August 30, 2003, 02:11:28 am by 153 »
You must have chaos within you to give birth to a dancing star.- Nietzsche

When in despair I remember that all through history the way of truth and love has always won; there have been tyrants and murderers, and for a time they can seem invincible, but in the end they always fall.- Mahatma Gandhi

 

Offline Black Wolf

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Quote
Originally posted by Holy Imperial Gloriano
okay if you want realism join to your countrys air force that is only realism i know because i am pilot in japanese military


Funny, I thought you worked for Sony. :rolleyes:

Just so the post isn't entirely sarcasm/alcohol fire some new AI moves when you're chasing them would be cool. Curently, tjhey only try to loop away from you. A simple dodge left or right, possibly some sort of weave, or a barrel roll would add to the variation enough so that you wouldn;t be able to pick where every ship was goingto go about 75% of the time.
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Offline Unknown Target

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The AI in FS2 is not great. It's ****ING DUMB. Seriously, that should be one of the most improved parts, because it is so ****ing retarded right now. For instance, if I'm chasing an AI fighter down, and got another on my tail, I'll kill the enemy I'm chasing first, and THEN evade from the fighter on my tail. This is because the Ai cannot follow violent manuevers, nor can it hit it's target with any accuracy and do it repetdly.

 

Offline Lynx

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Quote
Originally posted by StarGunner
The AI in FS2 is great ...


:lol:
Even the ancient WC4 AI performed better in dogfights, and the ships didn't crash into stuff like crazy.
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Offline Flipside

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The ships definately need to break off earlier when doing an attack run, maybe a system similar to Homeworld, with 'pull out' distances for targets?

Flipside :D

 

Offline redmenace

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Quote
Originally posted by Holy Imperial Gloriano
okay if you want realism join to your countrys air force that is only realism i know because i am pilot in japanese military

Japan has a military? :D
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Offline IceFire

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I liked the idea up there of strafing runs.  I'm a WWII aircombat fan (Il-2FB, Aces, etc.) and I always thought it a bit silly for a fully functioning capital ship to be treated with the same respect as I treat a hostile cargo container.  Fighters and bombers should make attack runs, breaking off and flying quickly to a short distance away followed by another run.  Would LOOK much better in the first place as well as help both you and the enemy AI pilots survive attacks against big well defended ships better.
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Offline Gloriano

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Quote
Originally posted by Black Wolf


Funny, I thought you worked for Sony. :rolleyes:

Just so the post isn't entirely sarcasm/alcohol fire some new AI moves when you're chasing them would be cool. Curently, tjhey only try to loop away from you. A simple dodge left or right, possibly some sort of weave, or a barrel roll would add to the variation enough so that you wouldn;t be able to pick where every ship was goingto go about 75% of the time.


i was pilot not anymore
You must have chaos within you to give birth to a dancing star.- Nietzsche

When in despair I remember that all through history the way of truth and love has always won; there have been tyrants and murderers, and for a time they can seem invincible, but in the end they always fall.- Mahatma Gandhi

 

Offline Nico

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yup, thought so.
why do you people still bother making requests, that's beyond me :doubt:
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Offline Knight Templar

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I don't know about you guys, but I'd rather see another Linux > FS port thread, or a Starfield tweak so it doesn't look like it's soo starry or shadows on ships that'll never pay attention to! ;)


:p:p:p
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