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01-29-11, 08:27 AM | #1036 | |
Silent Hunter
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stoianm, for further information see my PM.... |
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01-29-11, 11:28 AM | #1037 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,793
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danke all.
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01-29-11, 03:21 PM | #1038 |
Black Magic
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thinking about making a change to the AI behavior (ships). What I'm thinking is that if the ship has no DCs or hedgehogs (or it runs out of them) and it's not a Director then it will resume following waypoints. This would cure the problem of the endless destroyer/escort continually zipping over your spot when they have nothing to drop. Thoughts
Any other ideas/suggestions? |
01-29-11, 03:30 PM | #1039 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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01-29-11, 03:32 PM | #1040 |
Ace of the deep .
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The only idea i have LOL is the user can assign a set of numbers to the difficulty perameters and the game would pick a number between the two randomly .
eg: ################################################## ############### ###################### Difficulty parameters #################### # Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = (Between 0.92-0.96)game will pick a random number between these 2 RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = (between 0.92-0.95)game will pick a random number between these 2 Between that and the already fatigue roster , the escorts should be totally unpredictable . |
01-29-11, 03:41 PM | #1041 | |
Black Magic
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01-29-11, 09:42 PM | #1042 |
Black Magic
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@ Sober - found a way to do what you were asking It's going to be a big improvement to the randomness of the AI
Another thing interesting is I found a problem with the fatigue model for the warships (non-merchants). Their fatigue was working but it wasn't 'fatigueing' fast enough....merchants were fine. This will be fixed in next version. |
01-29-11, 10:15 PM | #1043 | |
Ace of the deep .
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Last edited by THE_MASK; 01-29-11 at 10:29 PM. |
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01-29-11, 10:35 PM | #1044 | |
Black Magic
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VISUAL_DIFFICULTY_MIN = 85; VISUAL_DIFFICULTY_MAX = 100; HYDROPHONE_DIFFICULTY_MIN = 85; HYDROPHONE_DIFFICULTY_MAX = 100; RADAR_DIFFICULTY_MIN = 85; RADAR_DIFFICULTY_MAX = 100; SONAR_DIFFICULTY_MIN = 85; SONAR_DIFFICULTY_MAX = 100; # for merchants VISUAL_DIFFICULTY_MERCHANT_MIN = 85; VISUAL_DIFFICULTY_MERCHANT_MAX = 100; HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 85; HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 100; RADAR_DIFFICULTY_MERCHANT_MIN = 85; RADAR_DIFFICULTY_MERCHANT_MAX = 100; SONAR_DIFFICULTY_MERCHANT_MIN = 85; SONAR_DIFFICULTY_MERCHANT_MAX = 100; Notice that there's a min and max for each one. Every new contact picks a random number between min and max for each. How's that for random AI (those numbers get divided by 100 in the code) |
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01-29-11, 10:44 PM | #1045 |
Ace of the deep .
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SH5 just got a whole lot better , thank you sir .
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01-29-11, 10:47 PM | #1046 |
Black Magic
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01-29-11, 10:55 PM | #1047 |
Planesman
Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
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You are very talented man.
Why don´t you send your CV to Ubisoft? |
01-29-11, 10:55 PM | #1048 |
Ace of the deep .
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01-29-11, 11:00 PM | #1049 |
Black Magic
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01-29-11, 11:51 PM | #1050 |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
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Support! And then there will be taught to work in a slipshod manner! In ubisoft can not understand such a commitment, diligence and zeal .
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... |
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