View Full Version : Fuel - do AI players have it?
Keelbuster
04-30-06, 06:48 PM
Can escorts, merchants, run out of fuel?
Kb
mike_espo
04-30-06, 08:30 PM
I would guess: No. :yep:
Keelbuster
04-30-06, 11:14 PM
Me two. But, I was hoping, after these escorts would run back and forth from the convoy, at flank, to catch me as I deck gun stragglers, that they would finally burn out of fuel.
Maybe not eh :cool:
Kb
Cool question! But i guess not: Cuz this would make the Game a Hardcore sim! :hmm:
rasmus1896
08-16-06, 06:47 AM
but do them run out of fuel when u hit her fuel bunker
it happened like this on my last patrol. all fuel jusr ran out of the ship:D
Torpedo-ing the fuel-room of a ship will cause it to stop dead but on their own I doubt that they ever run out of fuel.
HunterICX
08-16-06, 09:19 AM
come come come boys
the fuel is just an decoy,
they already have invented the Nuclear Core as an power supply!
SteamWake
08-16-06, 10:27 AM
They run out of fuel when they reach their last waypoint on their programmed path and vanish into ... uhhh... nowhere.
Makes sense from a programming viewpoint. DD's running out of fuel would most likely lead to exploits.
I seriously doubt that a Sub Driver would ponder "Hmmmm wonder how much fuel they have left" when there tracking a convoy.
bigboywooly
08-16-06, 05:25 PM
They run out of fuel when they reach their last waypoint on their programmed path and vanish into ... uhhh... nowhere.
Makes sense from a programming viewpoint. DD's running out of fuel would most likely lead to exploits.
I seriously doubt that a Sub Driver would ponder "Hmmmm wonder how much fuel they have left" when there tracking a convoy.
You can simulate low fuel in AI escorts by making them leave a convoy to head to port to refuel - by changing the scr
A lot of work for little results though
Chances are unless you follow a convoy from end to end you wouldnt see it anyway
Safe-Keeper
08-16-06, 05:53 PM
It can and should be implemented. If the AI is good enough, then no problem, no exploits.
It's just ridiculous to have destroyers patrol the seas ad infinitum. They should have to end their patrols at some point, go back to harbour and re-fuel, and then head back out to sea.
Same with cargo ships. They shouldn't pop out of nowhere and then disappear. They should dock, load/off-load, re-fuel, and then be on their way again when ready.
SteamWake
08-16-06, 10:09 PM
It can and should be implemented. If the AI is good enough, then no problem, no exploits.
It's just ridiculous to have destroyers patrol the seas ad infinitum. They should have to end their patrols at some point, go back to harbour and re-fuel, and then head back out to sea.
Same with cargo ships. They shouldn't pop out of nowhere and then disappear. They should dock, load/off-load, re-fuel, and then be on their way again when ready.
I agree completly. However with the current game engine I dont think this is possible.
It should surely be implemented.You could probably do this yourself in the editor(adding ships that "patrol" ,go to port,stay there a few days or something ,go on patrol again...) but that would take a lot of time and just wouldn't be worth it.
Cdre Gibs
08-17-06, 01:09 AM
AI Ships dont have any fuel limitations.
As to the Port to Port routine I counldn't agree more, and it is sort of possible on some ports. Those ports that have an enterance/exit thats easily transited can be used. All the ships need do it be told whilst in port to make steam for ˝knot. So as they enter the port to all intents they are moving so slow that to us they look docked. They would then slowly go through the port, exit out, pick up speed and do it all over again at the other end. The Start Nav point would be well out to sea and so would the End Nav. Then loop from End Nav to Start Nav and the ships will do this till the cows come home or get sunk, whichever comes first. :)
shegeek72
08-17-06, 06:37 AM
Though they do run out of DCs, thank god! :yep:
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