![]() |
Re: Fighter Strategies
Quote:
Quote:
|
Re: Fighter Strategies
Well, let's say you only have those interceptors left and you need to take out a stray colony ship, for example. If you've switched all other targets to Do Not Engage then you wont be able to take out that colony ship, because your fighters/interceptors will automatically retreat the moment there's no enemy fighter present in the combat.
This is why I'd not recommend making fighters the only available target, but instead make it the highest priority target. By making other fighters the highest priority target they'll go after fighters until there's none left, at which point they'll help out with the rest of the fight, instead of just retreating as soon as the last enemy fighter is destroyed. |
Re: Fighter Strategies
That may be a valid point but it wasn't what he was asking for. If he is asking about that level of strategy it is a safe bet he has already considered the very issue you bring up. http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: Fighter Strategies
That's true. Still, there's aspects about SE V's combat that has confused many of us again and again, so it doesn't hurt to be on the safe side.
|
Re: Fighter Strategies
Hay it never hurts to point out any valid aspect. I didn't mean to make it sound as if it does or that your comment was invalid. I only meant if he was asking about creating new strategies he must have considered the effects of intercept role fighters too.
Did anyone address your comment/question about the AI? I am rewriting the AI and I can tell you that what you are describing/asking is possible. However, the amount of work that would be involved is fearsome. You would need to create new fighters, a new strategy and assign it to the new fighter types. That is only scratching the surface of the issue. You can ask Kwok about doing it for Kwok Stock but I am not sure how he would react. Still can't hurt to ask! |
Re: Fighter Strategies
If I wanted to give a stab writing AI or empire strategies where would I do this. Also is it possible to assign unique strategies for the AI's so that each empire incorporates unique strategies. Example, one race that focusses heavily on kamikazee wave attacks with tons of smaller vessels, another race that incorporates lots of different fighter strategies, another that takes on the boarding strategies, and so on. And of course with these unique strategies the AI would design unique vessels that match their strats.
|
Re: Fighter Strategies
Wow, you are asking for a lot there. The short answer... yes all of that can be done. The full answer you don't really want to try do you? Go to the default directory --> utilities --> script parser. There you will see all of the AI files and the script parser to compile everything when you are done and the scripts for each Stock empire. Now as to the actual files you will need to change within there? Well I couldn't possibly hope to get everyone of them but you will need to start with Script_AI_GlobelSettings.txt is a good place. You will need to get the one for Construction, Design Creation, and Orders_Ships at a minimum. I know there will be more but the others aren't coming to me right now. Oh yes you will need to define the strategy in the data directory in Strategies and Warp Transit Types texts. Ok that should get you started. See you in two days in the loony bin; assuming you make it past the tears and shock to start! http://forum.shrapnelgames.com/image...es/biggrin.gif I'm in room 13, stop by for a game of checkers some time. http://forum.shrapnelgames.com/images/smilies/smirk.gif
|
Re: Fighter Strategies
Wow PES, thanks for the information; however, you are right, that is pretty large order. http://forum.shrapnelgames.com/images/smilies/shock.gif
I guess for now I will be content with managing my own player strategies. Couple question though first to any one who might be able to answer. In the Targeting Priority Order I am trying to distinguish what exactly - Total Targeted Damage < 200% of Structure - means. http://forum.shrapnelgames.com/image...s/confused.gif Also if I were to add a bunch of new strategies in the Strategy Text File in the Data Folder, would that screw up the AI or would they stick with the Default Strategies. Wasn't sure if the AI picks strategies by name, or a specific numerical order, some sort of code or what not. I mostly wanted to do this for my self so that I do not need to create new strategies in the game every time I start a new game. |
Re: Fighter Strategies
In theory, that means if the enemy has 100 hitpoints left, and there are 400 damage points targetted at it (settings.txt says 50% hit estimate)
|
Re: Fighter Strategies
1 Attachment(s)
When you look at the design screen for ships you will notice on the second page of the information screen (see attached pic) that it gives you the total Hull Structure. So that line is saying target all weapons until you have enough to possibly inflict more than 200% damage to the structure points of the target. Note that Hull Structure is not the same as Tonnage Used although the two could end up with the same values.
The AI would continue to use the default strategies but the only way you could use them would be to start a new game. To play it safe I would leave the default ones though. Not so much for the AI's benefit as for you as you work on fine tuning the ones you want; think templates. http://forum.shrapnelgames.com/images/smilies/wink.gif |
All times are GMT -4. The time now is 05:28 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.