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Old 06-04-11, 09:28 PM   #1
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
In the GroupEditor there are choices for taskforces/escorts tactics:-
Early
Mid
Late

Do these settings have any effect in IRAI
I haven't seen anywhere in the files where this is referenced

IRAI is going release state now, no more alpha versions For many many weeks I've been working on v1.0.0 and I'm VERY happy with the results so far It's truly a masterpiece.

Have a couple of things to finish up on it (some ship AI stuff and I would like to try and revise the airplane AI some more)

Change log/release notes as of now:

v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state)
- revised AI tactics for unknown contacts
- adjusted AI tactics for new PT Boat unit
- increased explosion range of DCs to 150m (this allows for more shaking of uboat when DCs explode)
- changed depth precision of DCs to 2.5m
- fixed problem of when unit has no waypoints to follow it would come to all stop. Now the unit will set it's throttle to 0.5 to allow it to maneuver
- single ship (non-convoy and not HK) tactics against airplanes revised. If airplane is > 8000m from ship then ship will continue following waypoints. If airplane is < 8000m but > 1500m then ship will start zig-zagging and go to 75% max speed. If airplane is < 1500m then ship will maneuver to place airplane at ~90 degrees to it and speed is increased to full throttle.
- MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MIN changed from 0.5 to 0.8
- MERCHANT_ZIGZAG_CONTACT_DISTANCE changed from 3000m to 5000m
- for single merchant: if sub distance to merchant <= MERCHANT_CONTACT_DETECTED_WAYPOINTS_DISTANCE and >= MERCHANT_ZIGZAG_CONTACT_DISTANCE then merchant will zig-zag and change speed. If sub distance to merchant < MERCHANT_ZIGZAG_CONTACT_DISTANCE then the merchant will change heading and speed
- CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN changed to 0.75
- CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX changed to 0.9
- tactics that weren't differentiating between air and non-air contacts now do (and have different tactics for them)
- AI subs now have tactics against airplanes
- sub AI vastly improved (they do not die easily anymore due to stupid AI behavior). Sub AI will now play 'cat and mouse' with contacts while trying to attack/evade them. Sub AI will now try to keep the convoy escorts/battleships 'entertained' so player can wreak havoc on convoys. If convoy has no escorts then they will procede to wreak havoc on convoy.
- single ship AI (merchant and warship) greatly improved
- convoy leader AI greatly improved
- evasion tactics revised (and greatly improved)
- AI no longer has pin-point accuracy on unknown contacts. Now they will search in the direction (and range) the unknown contact is believed to be (it is random how they search and is finally what I've always wanted to accomplish with this). If they believe the unknown is submerged then they will also drop DCs while searching.
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Old 06-04-11, 09:42 PM   #2
marleymen
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Great job. Will have to take a look when you release, but before I have to repair my scope issue. I sent you a PM, TDW.
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Old 06-04-11, 09:48 PM   #3
stoianm
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I tested this version long time and i can confirm that is a masterpiece
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Old 06-04-11, 09:52 PM   #4
TheDarkWraith
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Originally Posted by stoianm View Post
I tested this version long time and i can confirm that is a masterpiece
Oh but many many improvements/changes have been made since you last tested it
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Old 06-04-11, 09:54 PM   #5
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
Oh but many many improvements/changes have been made since you last tested it
cool... impatient to test the release version... glad to see you back
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Old 06-05-11, 05:53 AM   #6
tonschk
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Quote:
Originally Posted by stoianm View Post
cool... impatient to test the release version... glad to see you back

Me too
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Old 06-05-11, 09:57 AM   #7
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
cool... impatient to test the release version... glad to see you back
I've never left. Sometimes I don't 'appear' or post for days/weeks because I'm either travelling for work/vacation or am working diligently on mod(s). Writing new scripts for AI is VERY time consuming and difficult. Just one typo and the game CTD's on load and you are left scratching your head as to where the error is (cause game doesn't tell you where the error is). It's also very time consuming due to testing all the different scenarios/actions/reactions the AI can do.

Subs now have tactics against land units. Have to add tactics for land units to ships/airplanes also.

Now we need to add land units (coastal defenses et al) to the campaign (and once we do I'll give them tactics)
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Old 06-05-11, 10:07 AM   #8
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
I've never left. Sometimes I don't 'appear' or post for days/weeks because I'm either travelling for work/vacation or am working diligently on mod(s). Writing new scripts for AI is VERY time consuming and difficult. Just one typo and the game CTD's on load and you are left scratching your head as to where the error is (cause game doesn't tell you where the error is). It's also very time consuming due to testing all the different scenarios/actions/reactions the AI can do.

Subs now have tactics against land units. Have to add tactics for land units to ships/airplanes also.

Now we need to add land units (coastal defenses et al) to the campaign (and once we do I'll give them tactics)
i meant glad to see you back here...in business... i knew you not left ... i supoused you were busy with that germany ''job''... and also i know that when you not post to much somethimes you popup interesting stuf
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Old 06-05-11, 01:40 AM   #9
jwilliams
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Quote:
Originally Posted by TheDarkWraith View Post

v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state)


Awesome work TDW.

Looking forward to this.

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Old 06-05-11, 01:58 AM   #10
Zedi
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Quote:
Originally Posted by TheDarkWraith View Post
I haven't seen anywhere in the files where this is referenced ...
In the GroupTypeDefs.cfg, here is an example:

ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0


0 can be changed up to 2 and 3 which is Medium and Late. In stock campaign most of the units were set as Poor or Competent and tactics on 0 or 1, just to make thing easy. Now after 43 the escort will use 3, everything set at maximum.

We asked you if is possible to control the AI tactics in certain timeframes.. like having the AI noobish in 39-42 but extremely aggressive in 45-45? If they use in 39 the same tactics used in 45.. is no fun and realism.
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Old 06-05-11, 07:49 AM   #11
TheDarkWraith
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Quote:
Originally Posted by Zedi View Post
In the GroupTypeDefs.cfg, here is an example:

ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0


0 can be changed up to 2 and 3 which is Medium and Late. In stock campaign most of the units were set as Poor or Competent and tactics on 0 or 1, just to make thing easy. Now after 43 the escort will use 3, everything set at maximum.

We asked you if is possible to control the AI tactics in certain timeframes.. like having the AI noobish in 39-42 but extremely aggressive in 45-45? If they use in 39 the same tactics used in 45.. is no fun and realism.
ah, ok. Yes I plan on (trying to) cloning the AI sensors files and adjusting them to 'dumb down' the AI in early part of war and 'harden' them in late part of war. What I was planning on doing was making 3 steps of difficulty in the AI sensors:
- years '38-middle '42 AI will be dumb down
- years middle '42-middle '44 will be like they are now
- years '44 on will be made very difficult

How does that sound? Do I need to change the years?
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Old 06-05-11, 08:21 AM   #12
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
What I was planning on doing was making 3 steps of difficulty in the AI sensors:
- years '38-middle '42 AI will be dumb down
- years middle '42-middle '44 will be like they are now
- years '44 on will be made very difficult

How does that sound? Do I need to change the years?
If I can suggest something other... in my opinion the correct way is random AI level for years.
For example: Hard, Medium, Dumb (number is a chance for each DD to be H, M or D):
'39: 75%D 20%M 05%H
'40: 50%D 30%M 20%H
'41: 30%D 40%M 30%H
'42: 20%D 50%M 30%H
'43: 15%D 40%M 45%H
'44: 10%D 30%M 60%H
'45: 05%D 20%M 75%H

At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard.

This same way is used for multiplayer games: some DDs are hard, some medium and some low and the question is: WHICH ONE?
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Old 06-05-11, 09:02 AM   #13
sentenc3
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Quote:
Originally Posted by Antar View Post
At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard.
Yes, But it is Not real.Los DD had the same technological advances in the same years
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Old 06-05-11, 12:21 PM   #14
PL_Andrev
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Quote:
Originally Posted by sentenc3 View Post
Yes, But it is Not real.Los DD had the same technological advances in the same years
Sure? SH5 is copy of SH4 which is copy of SH3. I remember (armour data at museum files) that in SH3 the armaments of the escort ships (and others) were changed for other years. For example elite destroyer at '39 has no radar, but novice at '45 has it. This same thing with hedgehogs. One difference is the sensor's sensitivity.
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Old 06-05-11, 12:25 PM   #15
Stevepine
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Quote:
Originally Posted by Antar View Post
If I can suggest something other... in my opinion the correct way is random AI level for years.
For example: Hard, Medium, Dumb (number is a chance for each DD to be H, M or D):
'39: 75%D 20%M 05%H
'40: 50%D 30%M 20%H
'41: 30%D 40%M 30%H
'42: 20%D 50%M 30%H
'43: 15%D 40%M 45%H
'44: 10%D 30%M 60%H
'45: 05%D 20%M 75%H

At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard.

This same way is used for multiplayer games: some DDs are hard, some medium and some low and the question is: WHICH ONE?
Please please dont dumb down the AI too much in the early part of the war. There's nothing worse in a sim than the 'shooting fish in a barrell' feeling.
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