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#1 |
The Old Man
![]() Join Date: Mar 2007
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AI Enemy plane aggressiveness!!
What files need to be edited?....
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#2 |
Lucky Jack
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Clay are you a sadist or something? First you want be-hind spanking warships with big arse DC dropping on you. Now you want more aggressive planes? What next, a mod that slowly allows your sub to sink no matter how quickly your damage control team works? Even when there is not damage!
![]() ![]() Not sure on the file Clay but my post will bump ya to the top for a possible answer. |
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#3 |
PacWagon
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My guess would be in the cfg files, look for sensors, and jack up the enemy airplanes alertness or skill, but I dunno where that is, but i have seen it before
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#4 | |
The Old Man
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#5 |
The Old Man
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#6 | |
The Old Man
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#7 |
Stowaway
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data/ cfg/ airstrike.cfg file
compare what ducimus did in tmo to stock and you will see the pattern of what changes you may want but keep in mind you have seperate control over allied as well as enemy planes that you may not want with he same accuracy. (you wouldnt want the planes to sink all the ships before you can do you lol) |
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#8 | |
The Old Man
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#9 |
The Old Man
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Well I edited the "airstrike.cfg" file and I still dont get many enemy planes annd they still dont attack...
![]() Can anyone help with this!!!!!!! [AirStrikeSettings] ; AirStrike Creation Parameters ; Airstrike Session: ; 1. Compute airbases in range according to their aircraft maximum ranges ; 2. Compute air coverage factors on allies/axis/neutral on the target zone ; 3. Compute airstrike probability from each base ; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type ; and detection area around submarine ( 10 km radius ) ; 3.2 multiply coverage factor for the target area with : ; - current airstrike probability againt that side ; - nigft factor ( if necessary ) ; - airbase competence ; - close to airbase factor ; 3.3 check probability for airstrike ; 3.4 add more aircraft probabilistically for a large target Maximum Aircraft Range=3500 ;[>0] in kilometers Poor Airbase Modifier=0.3 ;0.2 ;[>0] Modifier for poor airbase (carrier) rating Novice Airbase Modifier=0.8 ;[>0] Modifier for novice airbase (carrier) rating Competent Airbase Modifier=0.9 ;[>0] Modifier for competent airbase (carrier) rating Veteran Airbase Modifier=0.9 ;[>0] Modifier for veteran airbase (carrier) rating Elite Airbase Modifier=2 ;[>0] Modifier for elite airbase (carrier) rating Night Modifier=0.1 ;0.5 ;[>0] Modifier on strike probability at night Default Air Strike Probability=5 ;[>0] Default probability to send an airstrike from a airbase (carrier) Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session Logic Steps Between Air Sessions=20 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) |
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#10 |
The Old Man
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BUMP!!!!!!
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#11 |
Stowaway
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You may want to look at Rubini's work for SH3
He adjusted the rockets and such for a more wicked attack pattern. I have not tried it but I read good reports on the work. Remember, SH4 uses many of the same files and such. So sneeking a look at his work may be what you want. ![]() |
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#12 | |
The Old Man
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#13 |
Stowaway
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It's my pleasure to offer the advise.
![]() To try to re-invent the wheel is a waste of time. Many things for SH3 will work for SH4. They are the same for the most part. |
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