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Old 07-08-10, 07:14 AM   #45
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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Quote:
Originally Posted by TheDarkWraith View Post
that is one thing I'm trying to script in but I'm having a hard time with it. Reason I'm having a hard time is that I can't differentiate between say a V&W destroyer and a Flower Corvette. To the game they are both escorts. So if the behavior of sitting at your last known position is scripted in it will apply to all warships. One could make the warships that detected you at < x distance do this behavior but then if multiple warships detected you @ < x distance they would all be sitting there waiting for you. I don't know if that would be acceptable or not?
This is how the Feared Hunters worked and the reason why I don't use it anymore since patch 1.2. They gather around the sub last contact position and grind the place dropping millions of DC's, eventually damaging them self and sunk. Seeing 10 or more DD's doing this made me to uninstall all my AI improvement mods and playing only with stock game. Hope that your work will be very different.. actually I'm convinced.

Quote:
Originally Posted by Stormfly View Post
is the change active by installing it in midcampaign or midpatrol ?
Works. I installed this mod when I was out on patrol on the first campaign and at least the planes are acting very different. No more TC to max when aircrafts are spotted. If you do it, u get badly damaged and sunk.
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