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07-07-10, 05:28 PM | #31 |
Machinist's Mate
Join Date: May 2005
Location: The Windy City
Posts: 130
Downloads: 16
Uploads: 0
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Quick installation question:
Opened up the folder where I unzipped to look for you "MOD" folder and couldn't find it. Just see data and documentation folders... Am I missing something or is this the same as your AI installation... So... What exactly do I copy over into my SH5 folder? J |
07-07-10, 05:44 PM | #32 | |
Black Magic
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07-07-10, 09:25 PM | #33 |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
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07-07-10, 10:07 PM | #34 | |
Black Magic
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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 |
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07-07-10, 10:25 PM | #35 |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Sounds good to me. You might also want to look into getting the AI weapons to be historically accurate. Meaning realistic dc damage and damage range, realistic ship gun accuracy, and things like that. I know that you focus on more of the scripting side of things, but if you are going to put so much work into the scripts, it would be a shame if the supporting material was not up to par. Maybe someone could volunteer to do some research and help out with doing that. Perhaps you could talk to ddrgn or Nisgeis since they have already done some stuff in regard to AI weapons. Just a suggestion. Good luck with further work on this.
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He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
07-07-10, 11:54 PM | #36 | |
Ace of the deep .
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07-08-10, 12:47 AM | #37 | |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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@TDW, One thing I would not mind seeing that you have not mentioned yet is a destroyer that will wait at your last known position for a certain number of hours. You know, the whole sitting there quietly waiting for you to surface, or starve you of air.
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He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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07-08-10, 01:59 AM | #38 |
Stowaway
Posts: n/a
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I suppose you have to disable other mods like Feared Hunters 2.1 and The Elite Campaign 1.1 when using this excellent mod?
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07-08-10, 03:03 AM | #39 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I had not much time to play, so not much feedback from me so far. I started again the SH5 campaign so I'm in TG again now.
Planes are no more just fly around and say Hi. They turn around and attack.. but can you pls check they ammo? Because many times they just buzzing around but without shoting, I think they are aout of ammo. If I dive to 20 m they stop attacking, but I think this depends on weather and how transparent the water is. Because I was short on time, I used a lot of TC and when I encountered a convoy the escorts spotted me right before I returned to tc1. So had no time to properly test the convoy AI, only by rushing with TC and doing that, they act weird.. like scattering all over the map. I know the TC bug the AI, so I will test this another time. Anyway, great improvement on aircrafts, but there is still a lot to improve. Like no fly in night time (at least not in 39), small planes should call in DD's if near of coast or ports instead of engaging a fight with a heavy AA armed sub, stop the attack if out of ammo. You guys should work in team on this, there is a LOT of work and is impossible to do all this tweaks only by one man. Form a wolfpack :P |
07-08-10, 04:49 AM | #40 | |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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07-08-10, 05:33 AM | #41 | |
Black Magic
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EDIT: just remembered there's a GetWeight function. I could narrow down the warship's that can do this behavior by a weight range (> this min weight and < this max weight) in order to isolate a particular warship(s) |
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07-08-10, 05:35 AM | #42 |
Black Magic
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I've never seen a carrier in game yet so I have to ask some questions. If you disable the mod, does this happen? What usually happens when a carrier is first hit with a torpedo, does it do something special?
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07-08-10, 05:52 AM | #43 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
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is the change active by installing it in midcampaign or midpatrol ?
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Stormy...... |
07-08-10, 06:06 AM | #44 |
Black Magic
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07-08-10, 07:14 AM | #45 | |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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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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