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Old 10-17-10, 09:52 PM   #916
W_clear
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Read@ DavyJonesFootlocker the feedback, I compiled a convoy mission for test AI again,
Very sorry, AI v0.0.27 still stupid in this mission,I do not understand @ DavyJonesFootlocker said。


Last edited by W_clear; 10-17-10 at 10:24 PM.
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Old 10-17-10, 09:55 PM   #917
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are you saying they are too good/clever? Being Elite units they will be VERY hard to hide/get away from. As I recommended to someone else here adjust your difficulty settings. A difficulty setting of 1.0 means you are in for one hell of an encounter and most likely won't survive with Elite units.
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Old 10-17-10, 10:18 PM   #918
W_clear
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Quote:
Originally Posted by TheDarkWraith View Post
are you saying they are too good/clever? Being Elite units they will be VERY hard to hide/get away from. As I recommended to someone else here adjust your difficulty settings. A difficulty setting of 1.0 means you are in for one hell of an encounter and most likely won't survive with Elite units.
Sor ry 。I have a mistake. Do not use your AIv0.0.27-MOD for test,Still into my AI MOD


Please test this mission。
http://www.file-upload.net/download-.../Data.rar.html
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Old 10-24-10, 02:17 AM   #919
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Quoting from another topic

Quote:
Originally Posted by TheDarkWraith View Post
...The speed change is small based on damage to avoid instant decelerations.
How is possible that single merchants are slowing down to 3 knts in just few seconds after they got hit? They do that even if the torpedo missed and they have no intention to evade. Every fist torpedo is a miss because of that, soon as they spot the torpedo, they just slow down and almost halt.
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Old 10-24-10, 03:26 AM   #920
[501]Otto
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Quote:
Originally Posted by TheDarkWraith View Post
1.0 to 0.95 would be considered Very hard difficulty
0.95 to 0.9 would be considered Hard difficulty
0.9 to 0.8 would be considered Medium hard difficulty
0.8 to 0.7 would be considered Medium difficulty
After been playing since IRAI 0.023 with 1.0 difficulty, I tweaked it to 0.8, and I felt something missing....it was very easy . Now I am testing it on 0.9 and it feels perfect; I mean, it is hard but at least you have a chance to survive (Talking about non merchant ships)
Thanks, TDW
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Old 10-26-10, 01:59 AM   #921
flymar
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0.027 - and 'Damage assesment' on top of it.
Large convoy spotted. ...teen ships and 4 DD. 1DD sunk. 4-5 merchant sunk. get into surface. 2 DD and 3 merchs destroyed by deck gun.
Absolutely no reactions from DD. After all of it the convoy formation is a mess, like the flock of sheeps when they smell the wolf. But they are not trying to zig-zag or even change speed. I wonder if it's normal or my mods are messed up and conflicting. I see you wrote above about direct difficulty change. Where can I change it? What exacty does it do?
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Old 10-26-10, 08:21 AM   #922
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Damage Assessment is not compatible with IRAI, they are both AI mods. The overwrite warning in JSGME should be enough of a clue to that.
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Old 10-26-10, 08:32 AM   #923
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Quote:
Originally Posted by Arclight View Post
Damage Assessment is not compatible with IRAI, they are both AI mods. The overwrite warning in JSGME should be enough of a clue to that.
Thank you for the info. I know what the JSGME messages are for, but I know also in case of some mods it's normal to overwrite something. I'll try one of the above mentioned. Thanks.

EDIT: Disabled DA. Went to a patrol. Convoy, 6 DDs. One of them saw me slightly beyond visibility circle - that's nice. All of the destroyers joined. I was hiding for some time at 100-120 meters but it didn't work. So I went to periscope depth and one of them put a charge on my head and rammed me. Then I stuck at about 25 meters with electric and diesels destroyed. I've decided for a suicide ride and did emergency surface. In the shootout the 3 of the DDs were destroyed by my deck gun but others were on my 6 and the guys couldn't shoot them. Overall... nice to see the allies wary and persistent on S&D. I haven't seen this in vanila so thank you all for this mod

Last edited by flymar; 10-26-10 at 12:42 PM.
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Old 10-27-10, 03:08 PM   #924
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Would it be possible to have a random generated Difficulty parameters everytime you restart the game .
Example :
# for non-merchants
VISUAL_DIFFICULTY = 1.0; Random between 0.8 and 1.0
HYDROPHONE_DIFFICULTY = 1.0; Random between 0.8 and 1.0
RADAR_DIFFICULTY = 1.0; Random between 0.8 and 1.0
SONAR_DIFFICULTY = 1.0; Random between 0.8 and 1.0

and also randomly selects which parameters change and which ones stay the same from game restart .

example:
# for non-merchants
VISUAL_DIFFICULTY = 1.0;
HYDROPHONE_DIFFICULTY = 0.9;
RADAR_DIFFICULTY = 1.0;
SONAR_DIFFICULTY = 0.94;

# for non-merchants
VISUAL_DIFFICULTY = 9.2;
HYDROPHONE_DIFFICULTY = 8.1;
RADAR_DIFFICULTY = 9.9;
SONAR_DIFFICULTY = 9.7;

# for non-merchants
VISUAL_DIFFICULTY = 1.0;
HYDROPHONE_DIFFICULTY = 1.0;
RADAR_DIFFICULTY = 8.8;
SONAR_DIFFICULTY = 1.0;
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Old 10-27-10, 03:16 PM   #925
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Quote:
Originally Posted by sober View Post
Would it be possible to have a random generated Difficulty parameters everytime you restart the game .
interesting idea I would have to implement such a thing through an application (sort of like an SHCommander thing from SH3) as I cannot put conditional statements in the crewstate AI. The app would be easy enough to write and make...I'll give it a go and send it to ya for testing when it's done

EDIT:

or I define a new value in the init.aix that let's you define the amount of change (%) that can be applied to the base amount. There would be a min and max % change value.....think I'll go this route as it would allow completely different random values each time you started a new mission with the same game (i.e. not quitting the game but after ending patrol you select another mission)

EDIT2:

this % change is the way to go as EACH ship is given a 'copy' of this file and thus each ship would have completely different random values instead of just one base value. I LIKE IT!! Have to test it as I see one possible problem with this approach...
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Old 10-27-10, 03:57 PM   #926
Sepp von Ch.
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That sounds interesting!
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Old 10-27-10, 04:17 PM   #927
TheDarkWraith
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Quote:
Originally Posted by Josef von Posorschitz View Post
That sounds interesting!
I've taken the idea above to a (possible) whole new level I'm coding it now and if it works it will be a quantum leap for IRAI

I'm coding in watch rotations and fatigue for the ship AI.

Here's the idea:

A watch rotation shift will be defined in \data\Scripts\AI\init.aix that lets you define the ship's watch rotation (in minutes). At some random time between 0.25 and 0.75 of that defined watch rotation fatigue will set in. Fatigue will reduce each AI sensor's sensor effectiveness some random amount. i.e.:

ShipWatchRotation = 4; # in hours
ShipFatigueMin = 0.25; # min time of ShipWatchRotation when fatigue starts
ShipFatigueMax = 0.75; # max time of ShipWatchRotation when fatigue starts
ShipFatigueSensorReductionMin = 0.0; # min sensor reduction amount for fatigue
ShipFatigueSensorReductionMax = 0.1; # max sensor reduction amount for fatigue

the formula for calculating when fatigue sets in is:

fatiguetime = ShipWatchRotation * Random(ShipFatigueMin, ShipFatigueMax)

the formula for calculating fatigue sensor reduction is:

(sensor base value * sensor difficulty level) - Random(ShipFatigueSensorReductionMin, ShipFatigueSensorReductionMax)

then the next 'watch rotation' starts at:

ShipWatchRotation - fatiguetime


If this works (cross your fingers!) then this will add a whole new dynamic to the ship AI.

The thing to realize is EACH ship will act differently as they each get a copy of this file in game

Last edited by TheDarkWraith; 10-27-10 at 04:41 PM.
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Old 10-27-10, 04:41 PM   #928
Zedi
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Quote:
Originally Posted by TheDarkWraith View Post
...
If this works (cross your fingers!) then this will add a whole new dynamic to the ship AI.
...
I do on booth hand. This can finally level up the quality of SH5 and make it way better than any of the previous versions. Yey!
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Old 10-27-10, 04:58 PM   #929
TheDarkWraith
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It works

but the change in the sensors is very abrupt (expected) when fatigue set in. So now I'm going to try and make fatigue be a gradual thing. Fatigue will cause the sensor effectiveness to start decreasing from start of watch to end of watch. When new watch crew comes on sensor effeciveness goes back to base value * difficulty level and starts decreasing with time again. This may not be possible to do...Coding and testing change now....

Last edited by TheDarkWraith; 10-27-10 at 05:10 PM.
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Old 10-27-10, 05:19 PM   #930
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Quote:
Originally Posted by TheDarkWraith View Post
It works

but the change in the sensors is very abrupt (expected) when fatigue set in. So now I'm going to make fatigue be a gradual thing. Fatigue will cause the sensor effectiveness to start decreasing from start of watch to end of watch. When new watch crew comes on sensor effeciveness goes back to base value * difficulty level and starts decreasing with time again. Coding and testing change now....
Great news Will make it much more real.
BTW, don´t know if this has something to do with this mod, but is it possible to limit the number of depth charges that each destructor has to a fixed number? I mean, sometimes those DD´s hunt you for hours and they seem to have millions of depth charges, they never end... Maybe it is just me feeling the combat stress , but I just feel amazed of the quantity of ammunition that those dammed escorts can throw to you
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