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Old 01-29-11, 08:27 AM   #1036
Magic1111
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Quote:
Originally Posted by stoianm View Post
Now I use these:

VISUAL_DIFFICULTY = 1.0;
HYDROPHONE_DIFFICULTY = 0.925; <-------------------
RADAR_DIFFICULTY = 1.0;
SONAR_DIFFICULTY = 0.925; <-------------------
# for merchants
VISUAL_DIFFICULTY_MERCHANT = 1.0;
HYDROPHONE_DIFFICULTY_MERCHANT = 1.0;
RADAR_DIFFICULTY_MERCHANT = 1.0;
SONAR_DIFFICULTY_MERCHANT = 1.0;

+ real nav + realism 100% ant it rock

(note - sober is my teacher from naval academy)
I don´t play with RealNav, because I´ve not time to learn this...

stoianm, for further information see my PM....
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Old 01-29-11, 11:28 AM   #1037
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danke all.
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Old 01-29-11, 03:21 PM   #1038
TheDarkWraith
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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?
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Old 01-29-11, 03:30 PM   #1039
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
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?
Very, very good ideea. That is the bad part of IRA (DDa coming after you forever - i had once 2 DDs that were follwed me until the entrance of kiel kanal - even they have no dept charges to throu) - if you change that you will make my day!
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Old 01-29-11, 03:32 PM   #1040
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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 .
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Old 01-29-11, 03:41 PM   #1041
TheDarkWraith
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Quote:
Originally Posted by sober View Post
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 .
Hmm....let me see what I can do
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Old 01-29-11, 09:42 PM   #1042
TheDarkWraith
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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.
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Old 01-29-11, 10:15 PM   #1043
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Quote:
Originally Posted by TheDarkWraith View Post
@ 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.
Will this happen on restarting a game or on the fly , every "NewContact'' changes the number etc ?

Last edited by THE_MASK; 01-29-11 at 10:29 PM.
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Old 01-29-11, 10:35 PM   #1044
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Will this happen on restarting a game or on the fly , every "NewContact'' changes the number etc ?
Yes, every new contact. Here's why:

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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Old 01-29-11, 10:44 PM   #1045
THE_MASK
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SH5 just got a whole lot better , thank you sir .
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Old 01-29-11, 10:47 PM   #1046
TheDarkWraith
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Quote:
Originally Posted by sober View Post
SH5 just got a whole lot better , thank you sir .
oh and each watch rotation (after the 4 tiers of fatigue) picks new random numbers also
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Old 01-29-11, 10:55 PM   #1047
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You are very talented man.

Why don´t you send your CV to Ubisoft?
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Old 01-29-11, 10:55 PM   #1048
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Quote:
Originally Posted by TheDarkWraith View Post
oh and each watch rotation (after the 4 tiers of fatigue) picks new random numbers also
I was just going to suggest that , great minds think alike
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Old 01-29-11, 11:00 PM   #1049
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
You are very talented man.

Why don´t you send your CV to Ubisoft?
by CV I'm assuming you mean resume? If so, I'm too overqualified to work there
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Old 01-29-11, 11:51 PM   #1050
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Quote:
Originally Posted by TheDarkWraith View Post
by CV I'm assuming you mean resume? If so, I'm too overqualified to work there
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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