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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
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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
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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
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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
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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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#5 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
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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
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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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#7 | |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
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#8 | |
Stinking drunk in Trinidad
![]() Join Date: Jan 2010
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That has unfortunately been a long term trend. I remember that I first stated that about 7-8 years back. It is simply that eye-candy is easily discernible, and attractive to one who walks by the shelf and looks at the boxes of games lined up. Only few people are capable and have the experience with series of similar games to judge how well a particular title is modeled, realistic, historic or much effort was put in the AI. Particularly the latter has attracted less and less development time/funds in the past decade since multiplayer has become a feasible alternative that can serve as an easy excuse to avoid investing heavily into something that people only see after they bought the thing. I guess it just adds little to the sales potential for "casual customers", but is quite challenging to program well.
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#9 |
Stowaway
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The problem is, 8 - 15 years ago, graphics weren't good enough to tempt customers to buy the product, so excellent gameplay had to be developed to create a good game. Now they're capable of creating visually impressive games, they seem to leave out the real substance (like good AI) - why can't we have the best of both worlds!!!
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#10 |
Stinking drunk in Trinidad
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So I guess still no one observed or participated in an exciting wolfpack battle, or even just a single sub attacking a convoy above or below the surface?
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#11 | |
Silent Hunter
![]() Join Date: Aug 2006
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Anyway, that's not generally what people mean when they say "has the AI improved?" Usually they mean, "Will I still be able to attack with absolutely no risk at all?" Currently early war escorts are so trivial a threat as to be ignorable. Unforuntely the answer sometimes is "Here's a mod that will kill you before you can even attack". ![]() |
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#12 | ||
Mate
![]() Join Date: Jul 2007
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Quote:
I think part of the problem is the way some mods artificially enhance the ability of escorts to detect your sub, as a substitute for making their behavior "smarter" with things like coordination between DD's in running search patterns, etc. There are tactical aspects of ASW like that, which rely on sensors but it's not only about the detection power of the hydrophones. As I understand it, the tactical smarts for the AI can only be done by the game devs at a deeper level of code, whereas it's easier to tweak sensor stats for detection. And then you get those superpowered DD's that will spot you from their normal guard positions in a convoy, even when you're lining up the perfect stealth attack. |
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#13 |
Silent Hunter
![]() Join Date: Aug 2006
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There's a bunch of unused AI files in the game already. Think we just need to figure out how those work properly.
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#14 |
A-ganger
![]() Join Date: Mar 2007
Posts: 75
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I guess my assumptions were wrong then. I just got lucky and found a destroyed with ANY A.I =P
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