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so we are 3 now...:D
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Four...
Maybe we should think about founding a team? :rotfl2: |
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OK, I am the boss. Tomorrow 10h is meeting. Anvart makes AI-Sub controller. SSB does graphics - and a BANNER! TDW does the asm part. And me.....I'm the boss as I already mentioned.
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O no - I'm the boss! :stare:
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wtf...what is goin on here? Its MY thread, so i am responsable for the design-stuff!!! For me its ok, if hsie is the boss.
:salute: :rock: by the way: everyone can work on his own, as long as we have a collective plan!!! :D |
I just made a rest from working and started a little bit on this topic: So far, I could locate the code that controls the positions of all Campaign.scr Units on a regular basis. So I am optimistic to be able to access a certain unit (e.g. an Sergbuto-AI-Submarine) and manipulate its position (-> teleport it to a certain other position). This could be step 1 (of a huge number of steps).
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this is great news...
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Unfortunately, currently I have very little free time for modding, although it's getting interesting now. I'll report about any further progress in the Gameplay-Related Hardcode Fixes-Thread.
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Best regards, Magic |
Please allow me to get back to the basics, i.e. getting the game to identify whatever we create as pseudo-uboat as a submarine and attack it correspondingly.
A question/brainstorming now for all of you advanced modders: Is it possible to assign to the Uboats in the pack the same category as the human player? I mean, can we somehow trick the AI into believing it is attacking SEVERAL human players? Please note that it actually does that in multiplayer :hmmm: The AI must therefore be prepared to recognize multiple submarine targets, attack all of them, and even priorize which one it will attack first or which escort/s it assigns to that task. We would make a huge step forward if H.Sie could overwrite the ID of the AI Uboats in the memory when they spawn, and let the AI identify them as multiplayer humans. The 2nd part would then be creating/assigning a better AI to the new "human" UBoats. But let that come later. |
@Hitman: I think your approach is a good one and much better than my current approach (teleporting Sergbutos Subs to the convoy after contact report).
BUT: With my current restricted knowledge of the sh3.exe code, I see NO chance to add new AI behaviour. So far, it was a good strategy for me not to overestimate my ability. This is the reason why - at the moment - I prefer LGN1's idea, which could bring a solution in some weeks / months. And maybe, with more experience, a better solution is possible. 10 months ago, I wasn't even able to fix longer repair times. Now, 10 months later.....look at the long list of fixes....it was a good evolution, so maybe in the future time will come for new AI. BUT: You talked to all modders, not only to me. Maybe another guy has better ideas to get a better solution for an Submarine AI. Anvart? TWD? Stiebler? privateer? I don't know about their ideas! h.sie |
Addition: LGN1's idea has one advantage: It is possible. And it's not that bad: His idea in short words:
If you encounter a convoy, you have to measure its speed and course. Due to low GUI ressorces, the player has to put his measurements into the TDC dials. Then he presses "contact report": So, course and speed are transmitted to BDU. For the BDU, an AI must be programmed: In which areas are wolfpacks available? during which time periods? some randomness...... Then, with a certain chance BDU answers: "Wait and continue contact reports" or "attack" or similar. Depending on the convoy speed and course, some (1-4) Sergbuto Subs are teleported to the position the convoy is expected. There they wait for the convoy. They will deviate the escorts and sink some ships. I see a chance of 25% that this idea can be done, but lower than 5% (ATM) to add new Sub-AI. What about changing the escorts AI so that they react on Sergbutos Sub as real subs and not as surface ships?? Then we have all we need? It's much easier to change existing behaviour that to add completely new things |
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