PDA

View Full Version : Combat AI?


Itkovian
01-03-11, 03:48 PM
Hi there.

So I've decided to pick up my campaign where I left up, which is to say at the start of Happy Times (sounded like a fun place to take a break, something to look forward to), and I have a question:

Has anyone ever ran into any real opposition in SP so far? As in had actually harrowing moments?

Now I haven't so far, but that's mostly accurate given the time period, but I was wondering if things change later on and there's a real element of risk involved (I am running the hunter killer mod, I believe).

Thank you.

Itkovian

TheDarkWraith
01-03-11, 03:51 PM
install IRAI - maybe you shouldn't - it might be too hard for you :03: IRAI is extremely difficult at 1.0 difficulty settings :D If you run into a hunter-killer group you might as well consider yourself dead unless you're REALLY good at evading.

Itkovian
01-03-11, 04:06 PM
IRAI? Never heard of it I fear. Would it mess up my current campaign?

Also, unrelated: is there a mod that reverses the Y axis for mouselook? No greater sin is there than no reverse Y axis option.

Itkovian

Itkovian
01-03-11, 04:13 PM
But also, anyone ever had trouble with vanilla AI? Later on perhaps?

I would like something of a challenge, yes.

Itkovian

TheDarkWraith
01-03-11, 04:31 PM
But also, anyone ever had trouble with vanilla AI? Later on perhaps?

I would like something of a challenge, yes.

Itkovian

this will probably be more than you wanted: http://www.subsim.com/radioroom/showpost.php?p=1436291&postcount=1

Challenge is an understatement with it :yep:

Itkovian
01-04-11, 12:05 AM
Well, I don't mean quite so challenging... basically I want to get damaged or sunk if I don't play well. I don't want easy mode... but neither do I want Insanity mode. :)

As such, looking at your mod, what difficulty settings would you recommend for "medium" difficulty (so those hunter groups are something to be wary of, but not a game over *grin*).

Thank you.

Itkovian

Itkovian
01-04-11, 12:08 AM
A few more questions:

- For the mod to work, should I return to port and sail out again?
- Having just installed the mod and loading an ongoing patrol, my conning tower seems to have sprouted a new antennae (a circular one, not sure what it is - radar? radar detector?). Is that part of the mod, or a bug?
- Does your mod change behavior when ships take damage? Due to conflict I had to remove the Damage Assessment mod (which causes ships to slow down after taking hits), and wonder if yours does something else to make damaged ships behave more realistically (I see in your notes that it does cause speed to decrease, at the very least).
- What does the "no aircraft spotting at depth" do, specifically? Stop your crew from spotting aircraft when submerged? I loaded the "no hydro and no aircraft" version.

Thank you.

Itkovian

TheDarkWraith
01-04-11, 12:13 AM
Also, waht does the "no aircraft spotting at depth" do, specifically?

Itkovian

If you adjust the warship difficulty settings for hydrophone and sonar to 0.85 you'll get a good challenge. Leave all the rest at 1.0.

No aircraft spotting at depth is when you're submerged your crew will not spot and call out aircraft contacts. It is up to you to see them with the scope.