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Old 12-03-10, 07:37 AM   #1003
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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Quote:
Originally Posted by Magnum View Post
TDW, is possible to make a time limit for the HK groups? I mean, 20 hours (or more) of cat &mouse play is way to much for a game. It's realistic, but I dont see anybody able to spend 20 hours of their lifetime into a game trying to dodge some AI that wont give up hunting you. I'm thinking about something like.. if no TC used, set hunt limit to 1 - 2 hours, then loose contact.
there are two possible ways you could do this. One is to cut the time they can search for you and/or the other way is increase fatigue over time. These values can be found in \data\Scripts\AI\init.aix

To cut time they can search for you play with these values (below are all in seconds):
# Hunter-Killer group spiral search time upon lost contact
HK_SPIRAL_MIN_SEARCH_TIME = 180.0; # used as min value of a Random function
HK_SPIRAL_MAX_SEARCH_TIME = 420.0; # used as max value of a Random function
# Hunter-Killer group wait time inbetween spiral searches
INVESTIGATE_FOLLOW_WAYPOINTS_TIME = 990.0; # 15 mins (90 to account for CONTACT_LOST_BEGIN_SEARCH_TIME)
# for escorts that are guarding convoy but attacking a contact, this is the time they can keep attacking when contact is lost
PLASTER_GUARD_CONVOY_DC_WAYPOINTS = 360.0;
# this is the time that if a unit is a director and the contact lost time >
# MAX_CONTACT_LOST_DC_TIME it waits until contact lost time is this value before
# heading back to convoy and following it's waypoints (not part of HK group)
DIRECTOR_SEARCH_TIME = 900.0; # 15 mins
CONVOY_ESCORT_SPIRAL_TIME = 600.0;

to play with fatigue adjust these values:
############### watch rotation and fatigue #####################
SHIPWATCHROTATION = 180; # in minutes (there are 4 tiers of fatigue) this is a base time
SHIPFATIGUEMIN = 0.5; # min time of current tier (ShipWatchRotation / 4) when next tier starts
SHIPFATIGUEMAX = 1.5; # max time of current tier (ShipWatchRotation / 4) when next tier starts
SHIPFATIGUESENSORREDUCTIONCRUISEMIN = 0.015; # min sensor reduction amount for each tier in cruise
SHIPFATIGUESENSORREDUCTIONCRUISEMAX = 0.03; # max sensor reduction amount for each tier in cruise
SHIPFATIGUESENSORREDUCTIONALERTMIN = 0.025; # min sensor reduction amount for each tier in alert
SHIPFATIGUESENSORREDUCTIONALERTMAX = 0.05; # max sensor reduction amount for each tier in alert
SHIPFATIGUESENSORREDUCTIONDAMAGEDMIN = 0.035; # min sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDMAX = 0.07; # max sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMIN = 0.045; # min sensor reduction amount for each tier in damaged
SHIPFATIGUESENSORREDUCTIONDAMAGEDALERTMAX = 0.09; # max sensor reduction amount for each tier in damaged

I personally would play with the fatigue numbers. I would increase all of them 0.025 at a time and test until I got what I was looking for. The fatigue numbers above reduce the sensor effectiveness of the ship's sensors by the amount shown on each tier change of fatigue. If you want them to enter fatigue faster then adjust SHIPWATCHROTATION to a small number.
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