View Single Post
Old 06-04-11, 09:28 PM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Trevally. View Post
In the GroupEditor there are choices for taskforces/escorts tactics:-
Early
Mid
Late

Do these settings have any effect in IRAI
I haven't seen anywhere in the files where this is referenced

IRAI is going release state now, no more alpha versions For many many weeks I've been working on v1.0.0 and I'm VERY happy with the results so far It's truly a masterpiece.

Have a couple of things to finish up on it (some ship AI stuff and I would like to try and revise the airplane AI some more)

Change log/release notes as of now:

v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state)
- revised AI tactics for unknown contacts
- adjusted AI tactics for new PT Boat unit
- increased explosion range of DCs to 150m (this allows for more shaking of uboat when DCs explode)
- changed depth precision of DCs to 2.5m
- fixed problem of when unit has no waypoints to follow it would come to all stop. Now the unit will set it's throttle to 0.5 to allow it to maneuver
- single ship (non-convoy and not HK) tactics against airplanes revised. If airplane is > 8000m from ship then ship will continue following waypoints. If airplane is < 8000m but > 1500m then ship will start zig-zagging and go to 75% max speed. If airplane is < 1500m then ship will maneuver to place airplane at ~90 degrees to it and speed is increased to full throttle.
- MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MIN changed from 0.5 to 0.8
- MERCHANT_ZIGZAG_CONTACT_DISTANCE changed from 3000m to 5000m
- for single merchant: if sub distance to merchant <= MERCHANT_CONTACT_DETECTED_WAYPOINTS_DISTANCE and >= MERCHANT_ZIGZAG_CONTACT_DISTANCE then merchant will zig-zag and change speed. If sub distance to merchant < MERCHANT_ZIGZAG_CONTACT_DISTANCE then the merchant will change heading and speed
- CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN changed to 0.75
- CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX changed to 0.9
- tactics that weren't differentiating between air and non-air contacts now do (and have different tactics for them)
- AI subs now have tactics against airplanes
- sub AI vastly improved (they do not die easily anymore due to stupid AI behavior). Sub AI will now play 'cat and mouse' with contacts while trying to attack/evade them. Sub AI will now try to keep the convoy escorts/battleships 'entertained' so player can wreak havoc on convoys. If convoy has no escorts then they will procede to wreak havoc on convoy.
- single ship AI (merchant and warship) greatly improved
- convoy leader AI greatly improved
- evasion tactics revised (and greatly improved)
- AI no longer has pin-point accuracy on unknown contacts. Now they will search in the direction (and range) the unknown contact is believed to be (it is random how they search and is finally what I've always wanted to accomplish with this). If they believe the unknown is submerged then they will also drop DCs while searching.
TheDarkWraith is offline   Reply With Quote