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Old 08-06-10, 01:25 PM   #31
Zedi
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Well Krauter, this is not intended to you. Is intended to whom are imagine that the SH5 AI is in level to the 21 century AI development. And the SH5 AI is just pathetic. Sorry, but SH is not my only game I play, but for sure.. is the worst AI I saw in a game ever. No wonder that Blizz charge 20$/month for their MMO games, or 60+ for the solo games where is no DRM involved.
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Old 08-06-10, 01:33 PM   #32
Arclight
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No one is saying the AI is up to scratch. We're just saying that you sir, are a troll.
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Old 08-06-10, 01:45 PM   #33
Zedi
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Originally Posted by Arclight View Post
No one is saying the AI is up to scratch. We're just saying that you sir, are a troll.
How come I'm a troll when I post a prove with a mission? How the heck I'm a troll and not the one who imagine things happen? Is my mission against a guy who imagine wolfpakcs in action.. right.. O.O
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Old 08-06-10, 02:00 PM   #34
SteelViking
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Originally Posted by Magnum View Post
How come I'm a troll when I post a prove with a mission? How the heck I'm a troll and not the one who imagine things happen? Is my mission against a guy who imagine wolfpakcs in action.. right.. O.O
Well, I have no bone to pick here, but your original statement was that AI subs are incapable of firing, and you cited TDW. Well......TDW just freakin said that they are, in fact, fully capable of firing, albeit not accurately. And your "test mission" that "proves your point", I bet if you wait long enough, the subs will do exactly as TDW has said, they will turn around after they have reached the predetermined distance and fire. I, like Arclight am not saying that the AI is good(although TDW has done an amazing job improving it, thank you Sir) but, what you have said on this thread is simply uncalled for IMHO, and could easily be considered trollish.
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Old 08-06-10, 02:14 PM   #35
Krauter
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Originally Posted by Magnum View Post
Well Krauter, this is not intended to you. Is intended to whom are imagine that the SH5 AI is in level to the 21 century AI development. And the SH5 AI is just pathetic. Sorry, but SH is not my only game I play, but for sure.. is the worst AI I saw in a game ever. No wonder that Blizz charge 20$/month for their MMO games, or 60+ for the solo games where is no DRM involved.

As people like Nisgeis, JCC and Arclight have said, statements like these are trollish. Once again, if you think the AI is so pathetic (which it is to an extent, but again look at SH3 and 4 when they were this far into release) then instead of whining and creating mission that will (as SteelViking pointed out) probably prove YOU wrong and not the community, take up some modding tools and try to help out.

You may make mods that make the sub AI even more fail and better yet you may make Mods that make the sub AI emulate Kretchmer, O'Kane or Morton in their deadlyness. The important point to this fact is the first step:

Stop whining and take up tools to FIX the problem and not beat it to death.

Now; once again if you can't contribute to THIS topic (Sorry to the OP for the Hijack..) then please stay out. If you can't take this fact, than uninstall the game and go play WoW or what ever other Blizzard game that you paid 60+ for.

Cheers,

Krauter

P.S: Also, as SV stated (Way to go TDW on your amazing Mods, and also to Nisgeis for the early improvement in his AI mods!) It is to the modders and the community that the thanks should go to. Their work, dedication and never say never spirit is what keeps these games alive!
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Old 08-06-10, 02:40 PM   #36
Trevally.
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Thanks Lemke I have been stuck on this mission for a wee while now. I had tried attacking convoys etc but never as part of a wolfpack and as of yet no kills have counted.

I will try now to find a pack.
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Old 08-06-10, 02:44 PM   #37
Krauter
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Originally Posted by Trevally. View Post
Thanks Lemke I have been stuck on this mission for a wee while now. I had tried attacking convoys etc but never as part of a wolfpack and as of yet no kills have counted.

I will try now to find a pack.
I myself could never find the wolfpack itself!

After a few days of looking I get impatient and go northwards to find some better convoy routes lol
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Old 08-06-10, 03:11 PM   #38
Trevally.
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Every time I plot an intercept cource they are never courteous enough to show up.

Perhaps they are below me
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Old 08-06-10, 05:20 PM   #39
Lord Justice
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Originally Posted by Krauter View Post
You may make mods that make the sub AI even more fail and better yet you may make Mods that make the sub AI emulate Kretchmer, O'Kane or Morton in their deadlyness.



uninstall the game and go play WoW or what ever other Blizzard game that you paid 60+ for.
Good heavens! might i serve a slight censure on your conduct! Good Day
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Old 08-06-10, 10:20 PM   #40
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I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons?

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

Last edited by TheDarkWraith; 08-06-10 at 10:44 PM.
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Old 08-07-10, 03:10 AM   #41
PL_Andrev
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Originally Posted by TheDarkWraith View Post
Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

...

TDW, I dont know what can I say...
...
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Old 08-07-10, 04:16 AM   #42
reaper7
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Quote:
Originally Posted by TheDarkWraith View Post
Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!
Thank you TDW for your work on the AI. Your work is outstanding, I just hope the Devs realise what your doing for the community and help by supplying you the documentation that you require .
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Old 08-07-10, 04:30 AM   #43
janh
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Quote:
Originally Posted by TheDarkWraith View Post
I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons?

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

TheDarkWraith, if you can get this one fixed, you will have contributed more than your fair share in saving SHV. This would be the cherry on the cake.

I assume German vessels including U-Boats send contact reports of ships and convoys as was the case in SHIII? Do you think the campaign AI could be scripted to get nearby German subs/wolfpacks/Raiders to react to contact reports, particularly player contact reports? Would be awesome if it were like in the old AoTD days and you could shadow a convoy while the friendly gather around...

Also, could campaign AI be made into a really dynamic engine (also to Elanaiba?), i.e. allocate patrol planes and naval escorts (BB/CA/CL/DD etc) to areas/convoys according to the German situation? Or if Bismarck survived her first Atlantic cruise by player help, could she get a dynamic script picking another patrol according to recent reports of convoy engagements and then be seen there by the player, until one day she's gone? I.e. nothing with predefined, scripted paths in the campaign file, but dynamic? And then, for example, AI responding to it by sending out Force H etc approriately? How dynamic can this campaign be made?
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Old 08-07-10, 05:18 AM   #44
JU_88
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Quote:
Originally Posted by TheDarkWraith View Post
I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons?

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......
Sounds promising, perhaps you could post a video on Youtube at some point in time?
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Old 08-07-10, 05:45 AM   #45
robbo180265
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Originally Posted by reaper7 View Post
Thank you TDW for your work on the AI. Your work is outstanding, I just hope the Devs realise what your doing for the community and help by supplying you the documentation that you require .
I agree wholeheartedly - this is a massive step in the right direction
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