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-   -   [WIP] IRAI (Intelligent Random AI) (https://www.subsim.com/radioroom/showthread.php?t=171973)

Defiance 06-09-14 06:22 AM

Heya Peter,

Disclaimer :::::::: Defiance, i repeat Defiance, is in no way responsible for any modding addictions :rotfl2: ............................


That's what happens when you start messing with mods hehe

A vast majority of mods can be enabled anytime (not on the fly though, hmm not tried)

Less need to be on bunker saves

Even less luckily need a career start, menu edits as far as i know are almost a certainty for new career start

Obvious tip while modding on the fly during a career, forget real nav, you'd soon lose the will to play i think, well i would

I've got patience for most things, like most there are times i can't see the woods for the trees

Slapped some new mods in, gonna see if any keepers :hmm2:

I can see a chink of light at the end of the tunnel err wait up, that's a new graphics mod aint it, sure looks like a chink, nope it's a nice fx mod, nope it's light, noooooooooooooope, it's a a a ohh well mod soup incoming ingredients :haha:

7Infanterie19 06-10-14 09:38 AM

Quote:

Originally Posted by Defiance (Post 2214863)
I have nightmares of baltic missions, like groundhog day for me hehe

lol .. but you love it. I'm going to ask Trevally to make an OHII version that only plays out solely in that area just for you. :haha:

Quote:

Originally Posted by Defiance (Post 2214863)
Ohh one thing that creases me up, when i'm in the interior of sub, kaiser gets so protective he likes to bark deeply at the officers lmao

If only i had a vidcorder

Maybe he was a uboot kaleun reincarnated. :D

Quote:

Originally Posted by Defiance (Post 2214958)
Heya Peter,

Disclaimer :::::::: Defiance, i repeat Defiance, is in no way responsible for any modding addictions :rotfl2: ............................

Too late now .. hehehe

Quote:

Originally Posted by Defiance (Post 2214958)
Even less luckily need a career start, menu edits as far as i know are almost a certainty for new career start

If you add or remove something, definitely. For text changes, I think it's ok. :hmm2:

Quote:

Originally Posted by Defiance (Post 2214958)
... forget real nav, you'd soon lose the will to play i think, well i would

I've got patience for most things, like most there are times i can't see the woods for the trees

I do want to try real nav one day, but for that reason you pointed out, I have balked.


Quote:

Originally Posted by THEBERBSTER (Post 2214929)
... have had to do the Kiel Canal Outbound again (yawn).

Peter

I hear ya! :wah: But it has to be done .. if only there was a teleport to the Nord Meer!

7Infanterie19 06-10-14 10:03 AM

Follow up to post 2232 - Adjusted init.aix
 
As a follow up to my post http://www.subsim.com/radioroom/show...postcount=2232, I adjusted my init.aix settings to match sober's as per his thread http://www.subsim.com/radioroom/show...postcount=3603. I did it because I had the thought in mind about attacking convoys on the surface as per what I read in Iron Coffins and wanted to try that out when the time came, and I also figured maybe it would reduce the airplane madness.

I did the Scapa Flow mission and found that nobody moved after my torpedos hit. Not a one. With two flaming capital ships, every escort just sat there. No search lights. No engine start ups. Nothing. Not even a "hey, did you hear something?" i was so excited about finally getting to do this mission, but it turned out to be anti-climatic. I don't know if it was because I used the reduced settings or that's just the way it was that day that I went in. In all fairness, I should go back to the original init.aix settings and try it again, although I don't think I will.

On the bright side, airplanes didn't immediately hone in on me later on in the ECW area. They would eventually catch sight of me, then fly in or circle, but I had a bit of time to dive at least. No bombs were dropped in any of those encounters that I know of. They were definitely more active than I can remember in previous versions, and this is good, but I did feel that I had more time to make decisions, dive and evade. Frankly, I can't understand why these adjusted init settings affected airplanes, because those two sections are related to merchants and non-merchants. Perhaps planes fall into the category of non-merchants, I don't know :hmmm:. Either way, I prefer it like this.

So for now, I'm thinking maybe of keeping these settings, then in 1941 or 1942, switch back to the higher settings to simulate the stepped up Allied defences for that time period, so that Happy Times can be Happy Times like it was in previous mod versions. I made an "init.aix adjustment mod", so it will be easy to revert to the old settings by disabling that later.

If anyone has any thoughts on all this, please feel free to pipe in.

Cheers!

Defiance 06-10-14 11:06 AM

Hiya,

Hehe

I'll have a squint through those settings and maybe get to try them out :yeah:

TTFN

THEBERBSTER 06-10-14 01:25 PM

Hi 7Infanterie19

Check and make sure that you have the 2 patches enabled in the GFP.

'Units have to use radio to contact other units in regards to contacts.'

Peter

7Infanterie19 06-11-14 05:02 PM

Hi Peter,

I actually don't have those patches enabled. The reason being that I wasn't sure what TDW meant in his "Units_must_use_radio" readme when he says:

"In order for this patch to work correctly you will need gap's Ship radio damage files (modified .zon files for the units that adds the radio room and antenna zones). A version of them has been included in each single mission mod specified below.
There are 2 single mission mods included:
- SM_Wounded_Unit_Radioing
- SM_Wounded_Unit_Radioing_Increased_Radio_Room_Size"

Does he mean we need to add the "Sea" folders from them to the game via JSGME, and if so, from which of the two, or add both with one overriding the other? :hmmm: IMHO, his statement is just too ambiguous for me and should be a bit clearer in direction.

How has this patch benefited you in game? Does it affect planes as well or just ships?

What was it that I wrote earlier that prompted your suggestion for me to enable these patches, just so I know?

Cheers ..

Defiance 06-11-14 05:59 PM

Go into generic patcher

Can't rem offhand, but enable everywhere it says about the radio units blah blah blah

Those are the patches peter means

The other patches were for testing in SM (single missions) to check em

Irai comes to life more with those :)

Well should do, sometimes ships come in from all bearings lol

hope that helps

7Infanterie19 06-11-14 06:21 PM

So we don't have to add those zon files like TDW mentioned? :hmmm:

THEBERBSTER 06-11-14 06:22 PM

Hi 7infanterie19

Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.

Without the patches they will not take any action against you.

Hence the ship under attack radios for help and sends for the cavalry.

Peter

Defiance 06-11-14 06:48 PM

I have zon/s enabled in patcher

Running fx update so can have them enabled in patcher

But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)

Again, hope that helps

Katze 06-11-14 09:24 PM

Quote:

Originally Posted by 7Infanterie19 (Post 2215702)
So we don't have to add those zon files like TDW mentioned? :hmmm:

The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511

Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....

gap 06-12-14 01:22 AM

Quote:

Originally Posted by Katze (Post 2215742)
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files.

That's correct
:up:

gap 06-12-14 09:57 AM

Quote:

Originally Posted by laurencius (Post 2214666)
Intelligent Random AI (IRAI) is amazing! I was hunting down a minelayer and a destroyer near Danzing as part of the Open Horizons II first campaign. I was able to catch the destroyer by surprise and sunk it. The minelayer took evasive action and maneuvered for a bit. I was surprised when the minelayer came to a full stop.

I wait a few minutes, but the minelayer just stays still. I found it weird that it would just sit there...

Not weird at all: the minelayer was obviously rescueing the survivors from the sunk destroyer while keeping an eye on you :arrgh!:

7Infanterie19 06-13-14 06:43 PM

Quote:

Originally Posted by THEBERBSTER (Post 2215703)
Hi 7infanterie19

Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.

Without the patches they will not take any action against you.

Hence the ship under attack radios for help and sends for the cavalry.

Peter

Wait a minute ... so we WANT them to call in the cavalry? :o That means these patches help them, not us. :doh:


Quote:

Originally Posted by Defiance (Post 2215692)
Irai comes to life more with those :)

Well should do, sometimes ships come in from all bearings lol

hope that helps

So it comes to life for the AI and possible death for me.:timeout:

Man, you guys are killin' me here! .. :O: lol .. have I not paid my dues troubleshooting all those CTDs that I deserve to at least sail around and shoot some ducks in a barrel once in a while? :D


Quote:

Originally Posted by Defiance (Post 2215709)
I have zon/s enabled in patcher

Running fx update so can have them enabled in patcher

But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)

Again, hope that helps


Quote:

Originally Posted by Katze (Post 2215742)
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511

Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....


(sigh) That info should also be in the "Units_must_use_radio" readme.


For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always! :salute:

Katze 06-13-14 06:50 PM

Quote:

Originally Posted by 7Infanterie19 (Post 2216228)
{snip}
For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always! :salute:

I think you're confused. The patches give us the ability to destroy (and thus silence) the AI radio so it can not be used to call for help.


In order for a unit to call for help it must have a working radio.
In order for a unit to receive a distress call it must have a working radio.
Normally the AI can always call for help.
The patches give us the ability to destroy the radio room and/or masts to prevent radio transmission and receipt.

I hope that clears things up!


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