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Old 08-16-16, 01:26 PM   #101
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
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Quote:
Originally Posted by areo16 View Post
...You could make the enemy or friendly AI much more responsive to user actions, moving ships here and there. You write in perl, so editing campaign files is easy for you.

Share your ideas with us if you don't mind. I was thinking maybe having the Ai respond by not just sending a task force but by increasing air cover as well. Even making it on a theatre level if the user continously sinks ships in a particular theatre. For example, if a user sinks many ships in the Med, for the Allies to bulk up ships in the Med theatre in general. Things like this. And perhaps somehow interact with the random spawning of merchants. To adjust the values to react to user sinkings in a general area, reflecting that merchants and convoys will try to avoid this area.

But the algorithms for such things, if there are various levels of how the AI will react, depending on the number or type of sinkings. This all could be kept track of, and you could get the community involved in thinking of an algorithm that would work for such AI behavoir. For example, a Carrier sinking should get what response (give it a number value on a scale). A C2 will get some other value on a scale. Also, ship types may have differing values during differnent years of the war, like early in the war a carrier sinking would be huge. In 1945, not so much as there were more carriers and the war was arguably already determined. But you could certainly take this to higher levels. I'd let the historians in these forums chime in on helping with such algorithm values and cause and effect situations.
Hi areo,

there are indeed many possibilities for improvement. However, since all of these require a lot of work/time, I only implement the features which I like and which my time permits. In addition, there is not much feedback from other players so I don't think many players use the mod anyway.

Best, LGN1
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