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Old 03-04-10, 02:40 AM   #1
sergei
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Default [REQ] Better Enemy AI

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.
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Old 03-04-10, 05:27 AM   #2
Ducimus
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If i publish just ONE mod for this game.

This will be it, no idea when.
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Old 03-04-10, 05:32 AM   #3
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Just give in Ducimus, you know you will.
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Old 03-04-10, 09:06 AM   #4
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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...
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Old 03-04-10, 09:30 AM   #5
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Quote:
Originally Posted by Ducimus View Post
If i publish just ONE mod for this game.

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

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Old 03-04-10, 10:37 AM   #6
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Quote:
Originally Posted by Ducimus View Post
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.
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Old 03-04-10, 12:40 PM   #7
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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.
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Old 03-04-10, 02:16 PM   #8
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Quote:
Originally Posted by Ducimus View Post
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/show...light=enemy+ai

and where will SH5 be if it does not have an allied "Bungo Pete"...
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Old 03-04-10, 02:29 PM   #9
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>>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.
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Old 03-04-10, 03:06 PM   #10
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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.

Last edited by Ducimus; 03-05-10 at 05:21 AM. Reason: creative title. ;P
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Old 03-04-10, 03:21 PM   #11
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I presume the files are the same as before. Does it look like they added any new variables?
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Old 03-04-10, 04:15 PM   #12
sergei
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Thanks Ducimus. I'll give these a go tomorrow

Quote:
Originally Posted by Bilge_Rat View Post
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
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Old 03-04-10, 04:17 PM   #13
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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.
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Old 03-04-10, 04:17 PM   #14
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Quote:
Originally Posted by Bilge_Rat View Post
and where will SH5 be if it does not have an allied "Bungo Pete"...
We'll have to call him "Johnny Walker".

Or maybe "Donald McIntyre".
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Old 03-04-10, 04:24 PM   #15
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Quote:
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Yes they added new variables. Minimum threshold's. Haven't tested that before.
Ah, I stand corrected. I obviously didn't check hard enough.
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