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View Full Version : [REQ] Better Enemy AI


sergei
03-04-10, 02:40 AM
Having tried out the enemy AI in a few single missions, it seems rather gutless.

Now don't get me wrong, I'm not out for a suicidal game, but it seems to me a game where you can run at flank speed across the bows of 5(!) destroyers in 42 without them even noticing you isn't much of a game at all.

For me the most exciting part of a sub game is not torpedoing a ship, but getting away afterward.

I'll be happily sitting here in my little corner, tweaking files to see what happens.
Probably no-one will even know I'm here.
You notice me and get any bright ideas, drop in here and let me know.

Ducimus
03-04-10, 05:27 AM
If i publish just ONE mod for this game.

This will be it, no idea when.

JScones
03-04-10, 05:32 AM
Just give in Ducimus, you know you will. :rotfl2:

utops
03-04-10, 09:06 AM
Hm
When AI gets theirs steroids, there will be no problem to pass any scripted mission or event? I mean, rebalancing scripted events may be necessary after that tweak...

skwasjer
03-04-10, 09:30 AM
If i publish just ONE mod for this game.

This will be it, no idea when.
Oh no you won't! RESIST! :timeout:

:rotfl2:

Sailor Steve
03-04-10, 10:37 AM
If i publish just ONE mod for this game.

This will be it, no idea when.
It's like a potato chip: Nobody can eat just one.
:rotfl2:

Ducimus
03-04-10, 12:40 PM
The thing is, i can probably whip it up fairly quickly. Getting a roughshod version up isn't a problem at all. The PITA is fine tuning it. Which i'm not gonna do. Instant someone comes up with an enviromental mod, its liable to be needing to be retuned. Or of a patch comes out and causes compatiblity issues.

No, i think ill toss up a 1.0 version, put in the who, whats, when, whys, and leave it as a template for the next yahoo.

Bilge_Rat
03-04-10, 02:16 PM
The thing is, i can probably whip it up fairly quickly. Getting a roughshod version up isn't a problem at all. The PITA is fine tuning it. Which i'm not gonna do. Instant someone comes up with an enviromental mod, its liable to be needing to be retuned. Or of a patch comes out and causes compatiblity issues.

No, i think ill toss up a 1.0 version, put in the who, whats, when, whys, and leave it as a template for the next yahoo.

I think a lot of people would be willing to help with testing, fine tuning. You are probably the most qualified to take the first shot, after all...

http://www.subsim.com/radioroom/showthread.php?t=119272&highlight=enemy+ai

and where will SH5 be if it does not have an allied "Bungo Pete"...:arrgh!:

Ducimus
03-04-10, 02:29 PM
>>nd where will SH5 be if it does not have an allied "Bungo Pete"

You'll have the 2nd support group filling that role.

Ok, im sick of hearing people b*tching about the AI, gonna give it an initial look see. Trouble is, to REALLY work it, i need to make a single mission where i can set up a test in controled/constant conditions so i can better gauge the adjustments im making, and that new mission editor has me scratching my head like a monkey doing a math problem.

Ducimus
03-04-10, 03:06 PM
EDIT:

These values are mostly wrong. Some of the number scales have changed in SH5, leaving orginal post up for reference.






Alight, i have to get ready to work, so ill just cut to the chase and post what to adjust for a possible quick fix, down and dirty. Not tested, might not work as advertised.

Your blind ass watch crew:

Go to file:
/data/cfg/sensors.cfg

Change:
Visual range factor=0.5 to 0.25
Visual waves factor=0.8 to 0.4

That will, theoritically increase the distance your crew can see by 50%, and reduce effects of waves obsuring your watch crew by 50%.


Getting those Damned Dumb DD's to Do Dastardly Deeds :

Go to file:
/data/cfg/sim.cfg

Change:

[visuals]
Detection time=15.0 to 1, or 0.5 (take your pick)
Sensitivity=1 to 0.1 or 0.5 (take your pick)
Waves factor=10 to 4 (Holy Schitt UBI! )
Enemy surface factor=50 to 30
Enemy speed factor=25 to ehh.. i dunno try 8.

[Hydrophone]
Detection time=2 to 1
Sensitivity=1 to 0.15
Waves factor=1.0 to 0.5
Noise factor=1.3 to 0.25
Thermal Layer Signal Attenuation=3.0 to 1.0

[Sonar]
Sensitivity=1 to 0.05
Enemy surface factor=520 to 200
Thermal Layer Signal Attenuation=5.0 to 1.0



That should get you something. Have fun.

Bilge_Rat
03-04-10, 03:21 PM
I presume the files are the same as before. Does it look like they added any new variables?

sergei
03-04-10, 04:15 PM
Thanks Ducimus. I'll give these a go tomorrow

I presume the files are the same as before. Does it look like they added any new variables?

The sensors and sim cfgs look the same to me as the ones from SH4

Ducimus
03-04-10, 04:17 PM
Yes they added new variables. Minimum threshold's. Haven't tested that before.

The above should get you something. Might even be over doing it. I dunno, but getting the AI to better detect you (and thus do something), is easy.

edit: it's also worth nothing, it might be possible that DD's will visually detect you before you can see them. I don't know the max distance on the AI_visual sensor node (goblin editor sucks balls from what i can make out), and i think the enviormentals isn't rendering things at a very far distance, as i think i saw ships pop out of nowhere on the tutorial.

Sailor Steve
03-04-10, 04:17 PM
and where will SH5 be if it does not have an allied "Bungo Pete"...:arrgh!:
We'll have to call him "Johnny Walker".

Or maybe "Donald McIntyre".

sergei
03-04-10, 04:24 PM
Yes they added new variables. Minimum threshold's. Haven't tested that before.

Ah, I stand corrected. I obviously didn't check hard enough.

Biscuit
03-04-10, 11:31 PM
The aircraft AI needs some going over, i am at 135,000 tons and have never been attacked from the air. I get buzzed on nearly all missions but have never been attacked.
I appreciate the work you guys put into this, thanks.:salute:

Ducimus
03-04-10, 11:33 PM
Anyone try the settings i posted yet?

killpo1
03-04-10, 11:41 PM
Just was able to invade a 7 destroyer escort and sink an Aircraft carrier, I had a destroyer go over me and i was maybe like 20m deep, and not even 1 depth charge dropped, I'm not sure if they were like low on depth charges or something but if i were them I would be spamming depth charges all over the place. And that's not even the worst thing, I didn't immediately sink the aircraft carrier i just disabled it, and the Escorts LEFT, I'm not sure if they didn't value aircraft carriers really, ( pre-pacific/Bismarck aircraft carriers weren't really battle proven yet" I would love for AI to be more aggressive early on they should make up for there in adequate technology by not necessarily spamming depth charges, but being a little more lenient with them, oh and Jesus they should learn how to spot a periscope.

Sbrads
10-04-10, 06:49 AM
i need help i just bought SH5 and im having trouble cause my laptop doesnt have a num pad and those idiots at ubisoft didmt let us change the controls, so does any1 have the answer to my problem or know the control layout file so i can change throught that, could u send me a personal message help would be greatly appreciated

DavyJonesFootlocker
10-04-10, 08:04 AM
Don't know about you guys but DDs and aircraft are out to get me in 1939. Made a mistake of remaing surfaced with my AA gunner and a Swordfish plane planted a bomb on me and killed off my electrical propulsion system. Another time 12 DDs depth-charged me for hours. IRAI mod seems to work for me.