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Old 07-08-10, 04:49 AM   #40
Capt Jack Harkness
Samurai Navy
 
Join Date: Nov 2007
Posts: 567
Downloads: 210
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Quote:
Originally Posted by TheDarkWraith View Post
I've modeled the AI to be 'level' dependent. Level being the experience level of the crew - poor, novice, veteran, elite, etc. Each 'level' has different parameters for sensor effectiveness, available ship's speeds, etc. There are modifiers for whether they are in alert state (contact detected), damage control state (damage to ship > certain %), or alert state and damage control state at the same time.
There is still more work to be done on it. There's much more than can be done to make the AI appear to be 'smarter'. What I've done currently is just make them 'respond' and actually act like they are alive and remove the useless crap Ubi put in there that is totally unrealistic (like the follow thing).
The one thing I wish the devs would have done is given the same 'tools' to the Airplane AI. I'd love to make them do more than they currently can.
I should also be able to make the AI subs act way more intelligently and 'respond' like the ships do now.
I'd like to bounce ideas off everyone and for everyone to give input/feedback/advice on the tactics used by the ships. I'd like to model the AI to be as realistic as possible to what was then real life
Well on the note of feedback, using v0.0.3 I keep getting CTDs when trying to attack a carrier group. Most of the time these occur immediately after impact of the first torpedo on the carrier.
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