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

stoianm 06-04-11 09:54 PM

Quote:

Originally Posted by TheDarkWraith (Post 1677474)
Oh but many many improvements/changes have been made since you last tested it :yep:

cool... impatient to test the release version... glad to see you back:up:

jwilliams 06-05-11 01:40 AM

Quote:

Originally Posted by TheDarkWraith (Post 1677460)

v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state)

:rock:

Awesome work TDW.

Looking forward to this. :yep:

:salute:

Zedi 06-05-11 01:58 AM

Quote:

Originally Posted by TheDarkWraith (Post 1677460)
I haven't seen anywhere in the files where this is referenced :hmmm:...

In the GroupTypeDefs.cfg, here is an example:

ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0


0 can be changed up to 2 and 3 which is Medium and Late. In stock campaign most of the units were set as Poor or Competent and tactics on 0 or 1, just to make thing easy. Now after 43 the escort will use 3, everything set at maximum.

We asked you if is possible to control the AI tactics in certain timeframes.. like having the AI noobish in 39-42 but extremely aggressive in 45-45? If they use in 39 the same tactics used in 45.. is no fun and realism.

tonschk 06-05-11 05:53 AM

Quote:

Originally Posted by stoianm (Post 1677475)
cool... impatient to test the release version... glad to see you back:up:


:salute: Me too :DL :rock:

TheDarkWraith 06-05-11 07:49 AM

Quote:

Originally Posted by Zedi (Post 1677546)
In the GroupTypeDefs.cfg, here is an example:

ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0


0 can be changed up to 2 and 3 which is Medium and Late. In stock campaign most of the units were set as Poor or Competent and tactics on 0 or 1, just to make thing easy. Now after 43 the escort will use 3, everything set at maximum.

We asked you if is possible to control the AI tactics in certain timeframes.. like having the AI noobish in 39-42 but extremely aggressive in 45-45? If they use in 39 the same tactics used in 45.. is no fun and realism.

ah, ok. Yes I plan on (trying to) cloning the AI sensors files and adjusting them to 'dumb down' the AI in early part of war and 'harden' them in late part of war. What I was planning on doing was making 3 steps of difficulty in the AI sensors:
- years '38-middle '42 AI will be dumb down
- years middle '42-middle '44 will be like they are now
- years '44 on will be made very difficult

How does that sound? Do I need to change the years?

PL_Andrev 06-05-11 08:21 AM

Quote:

Originally Posted by TheDarkWraith (Post 1677687)
What I was planning on doing was making 3 steps of difficulty in the AI sensors:
- years '38-middle '42 AI will be dumb down
- years middle '42-middle '44 will be like they are now
- years '44 on will be made very difficult

How does that sound? Do I need to change the years?

If I can suggest something other... in my opinion the correct way is random AI level for years.
For example: Hard, Medium, Dumb (number is a chance for each DD to be H, M or D):
'39: 75%D 20%M 05%H
'40: 50%D 30%M 20%H
'41: 30%D 40%M 30%H
'42: 20%D 50%M 30%H
'43: 15%D 40%M 45%H
'44: 10%D 30%M 60%H
'45: 05%D 20%M 75%H

At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard.

This same way is used for multiplayer games: some DDs are hard, some medium and some low and the question is: WHICH ONE?
:D

sentenc3 06-05-11 09:02 AM

Quote:

Originally Posted by Antar (Post 1677712)
At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard.

Yes, But it is Not real.Los DD had the same technological advances in the same years:cool:

TheDarkWraith 06-05-11 09:57 AM

Quote:

Originally Posted by stoianm (Post 1677475)
cool... impatient to test the release version... glad to see you back:up:

I've never left. Sometimes I don't 'appear' or post for days/weeks because I'm either travelling for work/vacation or am working diligently on mod(s). Writing new scripts for AI is VERY time consuming and difficult. Just one typo and the game CTD's on load and you are left scratching your head as to where the error is (cause game doesn't tell you where the error is). It's also very time consuming due to testing all the different scenarios/actions/reactions the AI can do.

Subs now have tactics against land units. Have to add tactics for land units to ships/airplanes also.

Now we need to add land units (coastal defenses et al) to the campaign (and once we do I'll give them tactics) :yep:

stoianm 06-05-11 10:07 AM

Quote:

Originally Posted by TheDarkWraith (Post 1677791)
I've never left. Sometimes I don't 'appear' or post for days/weeks because I'm either travelling for work/vacation or am working diligently on mod(s). Writing new scripts for AI is VERY time consuming and difficult. Just one typo and the game CTD's on load and you are left scratching your head as to where the error is (cause game doesn't tell you where the error is). It's also very time consuming due to testing all the different scenarios/actions/reactions the AI can do.

Subs now have tactics against land units. Have to add tactics for land units to ships/airplanes also.

Now we need to add land units (coastal defenses et al) to the campaign (and once we do I'll give them tactics) :yep:

i meant glad to see you back here...in business... i knew you not left ... i supoused you were busy with that germany ''job'':)... and also i know that when you not post to much somethimes you popup interesting stuf:cool:

Trevally. 06-05-11 10:21 AM

Quote:

Originally Posted by TheDarkWraith (Post 1677791)
Now we need to add land units (coastal defenses et al) to the campaign (and once we do I'll give them tactics) :yep:

:o

Zedi - looks like we have more work to do:D

:up:

TheDarkWraith 06-05-11 12:07 PM

Quote:

Originally Posted by Trevally. (Post 1677812)
:o

Zedi - looks like we have more work to do:D

:up:

Actually I have more work to do....there was a reason why the devs didn't include coastal defenses....they currently don't work :nope: Time to fix :D

Here is the large coastal defense in game:
http://www.subsim.com/radioroom/pict...pictureid=4361

I was testing merchant tactics against it when I realized that it is broken...

PL_Andrev 06-05-11 12:21 PM

Quote:

Originally Posted by sentenc3 (Post 1677740)
Yes, But it is Not real.Los DD had the same technological advances in the same years:cool:

Sure? SH5 is copy of SH4 which is copy of SH3. I remember (armour data at museum files) that in SH3 the armaments of the escort ships (and others) were changed for other years. For example elite destroyer at '39 has no radar, but novice at '45 has it. This same thing with hedgehogs. One difference is the sensor's sensitivity.
:hmmm:

Stevepine 06-05-11 12:25 PM

Quote:

Originally Posted by Antar (Post 1677712)
If I can suggest something other... in my opinion the correct way is random AI level for years.
For example: Hard, Medium, Dumb (number is a chance for each DD to be H, M or D):
'39: 75%D 20%M 05%H
'40: 50%D 30%M 20%H
'41: 30%D 40%M 30%H
'42: 20%D 50%M 30%H
'43: 15%D 40%M 45%H
'44: 10%D 30%M 60%H
'45: 05%D 20%M 75%H

At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard.

This same way is used for multiplayer games: some DDs are hard, some medium and some low and the question is: WHICH ONE?
:D

Please please dont dumb down the AI too much in the early part of the war. There's nothing worse in a sim than the 'shooting fish in a barrell' feeling. :)

PL_Andrev 06-05-11 12:41 PM

Quote:

Originally Posted by TheDarkWraith (Post 1677888)
Actually I have more work to do....there was a reason why the devs didn't include coastal defenses....they currently don't work :nope: Time to fix :D

Probably these same story with coastal searchlights - fixes at SH4 left them broken all time...
:nope:

Zedi 06-05-11 12:46 PM

In Open Horizons placed millions of turrets along the Normandy coast hoping that when the allied fleet will get close to the shore there will be a lot of smoke. Not.

I already placed few coastal guns to Gibraltar, Suez and Panama hoping that some day the turrets will be fixed. Seems like there is real chance for that now. Question is.. these turrets are working as air defense too?

Regarding the escorts AI... there is nothing unrealistic to have a dumb AI at early war. The allied forces were just not prepared for what was coming, Happy Time had a meaning those years.

But starting 43 things are changing fast. The allied forces already have technological superiority, a LOT of more ships that include air coverage over the whole convoys route and the Enigma is not an enigma anymore. Is why Black May was a major turning point in the uboat war the beginning of the end.

So yeah, be happy as much as you can in the early war, later on everything will be a nightmare. And same as TDW with IRAI, we are working on the campaign too to make this nightmare a day by day reality. "Hopefully" in 45 you will not be able to leave the port alive.

TDW.. how about the AI vs AI ? There will be a lot of occasion for such events, starting with Op. Weserubung where is a big german fleet heading to every ports in Norway following their historical route. Because of the tight straits of Norways, not sure what will happen there when the 2 enemy AI forces will meet each other. Hope that a BB with 6 DD will not get stuck on route to Bergen, then the enemy patrol will decimate it because they cannot fight back being stuck.


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