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#1 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
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I know AI improvements was removed from the list but 1.2 has demonstrated some unlisted fixes (type B now available for instance).
I have removed AI mods and i am testing it , so far the aircraft appear to be the same - i am not sure that is much of an issue as i have been attacked later in the campaign by aircraft in stock. The DDs i am not so sure about, the escorts in the convoys i have attacked so far have reacted to my presence, i think this was set off by a torpedoing as it was at disatnce and my scope was only up for 30 secs max. They headed in the right direction based on where i hit the side of the ship, i had headed off in the other direction and they didnt find me but they behaved as expected. I have also seen destroyers race to a sinking from the nearest port, it took them 2 hrs to get there but they did come. Has anyone else notices an improvement in any behaviour?
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subs and birds! |
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#2 |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
Uploads: 0
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I don't know if this counts, but post #70 in this thread sounded very promising about enemy sub behavior:
http://www.subsim.com/radioroom/show...=169641&page=5 ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#3 |
A-ganger
![]() Join Date: Mar 2007
Posts: 75
Downloads: 20
Uploads: 0
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When i made the first attack in the new career they actually went looking for me, and came rather close, but were unable to detect me. In the first career as far as i remember they were mostly hanging around instead of looking.. I did manage to get a cheap torpedo into one of the escorts and sink it, which made the other one stay around and look for a while until giving up. To me it does seem improved, but i will have to engage more merchants with destroyers too see for sure.
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#4 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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No changes were made in 1.2 in the scripts folder to any of the files that affect AI.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#5 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
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Does that mean that AI has not been tinkered with at another level?
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subs and birds! |
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#6 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Nope, they may have a another level of coding there they could have changed. In regards to the scripts we see, nothing has changed.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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