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Old 07-07-10, 05:28 PM   #31
Fattysbox
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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
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Old 07-07-10, 05:44 PM   #32
TheDarkWraith
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Originally Posted by Fattysbox View Post
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
it's a double folder mod. Take the second folder named 'IRAI_0_0_3_ByTheDarkWraith' and place in your MODS folder and then enable. Yes, I need to fix that problem of not having a MODS folder. I'll do that with the next release.
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Old 07-07-10, 09:25 PM   #33
7thSeal
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Originally Posted by TheDarkWraith View Post
v0.0.3 released. See post #1 for details.

Try the single mission PQ-17 with this and let me know what you think
Tried it and deleted my saved career game afterwards.... starting a new one.

Don't believe I'll be cruising through my career game so easily now.
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Old 07-07-10, 10:07 PM   #34
TheDarkWraith
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Originally Posted by 7thSeal View Post
Tried it and deleted my saved career game afterwards.... starting a new one.

Don't believe I'll be cruising through my career game so easily now.
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
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Old 07-07-10, 10:25 PM   #35
SteelViking
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Originally Posted by TheDarkWraith View Post
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
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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Old 07-07-10, 11:54 PM   #36
THE_MASK
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Originally Posted by SteelViking View Post
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.
Noooooo , someone else can do the AI weapons . Crew animations and expanded crew dialogues are next
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Old 07-08-10, 12:47 AM   #37
SteelViking
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Noooooo , someone else can do the AI weapons . Crew animations and expanded crew dialogues are next
Gonna try and make TDW re-script the whole game are we?



@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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Old 07-08-10, 01:59 AM   #38
unionemerald
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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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Old 07-08-10, 03:03 AM   #39
Zedi
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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
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Old 07-08-10, 04:49 AM   #40
Capt Jack Harkness
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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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Old 07-08-10, 05:33 AM   #41
TheDarkWraith
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Originally Posted by SteelViking View Post
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.
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?

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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Old 07-08-10, 05:35 AM   #42
TheDarkWraith
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Quote:
Originally Posted by Capt Jack Harkness View Post
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.
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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Old 07-08-10, 05:52 AM   #43
Stormfly
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is the change active by installing it in midcampaign or midpatrol ?
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Old 07-08-10, 06:06 AM   #44
TheDarkWraith
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Originally Posted by Stormfly View Post
is the change active by installing it in midcampaign or midpatrol ?
should be. All AI behavior is described by the files in \data\Scripts\AI
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Old 07-08-10, 07:14 AM   #45
Zedi
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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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