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-   -   Fighter Strategies (http://forum.shrapnelgames.com/showthread.php?t=33200)

Tnargversion2 February 6th, 2007 12:46 PM

Fighter Strategies
 
I'm playing around with the strategies trying to get certain vessels to do certain things in Tactical Combat. One of the things I am trying to do is getting fighter or interceptors to only go after other fighters while Attack Fighters go after vessels pummeling them from a distance with stand off weapons.

My question in the Target Priorities Section in Strategies there is one called "Target". What does this one cover. I am assuming that it prioritizes whatever Targets are first in the Target Priority below.

For my fighter strategy I checked all to Target and then listed fighter as priority number one; however, the fighters would still go after another target namely a larger vessel leaving the enemy fighters to take out my Attack Fighters.

Also why is there no Target Priority for Point Defense ships. Everything else is there even a Monster Target Priority but no PD. It would be nice to have fighters or vessels go after PD ships first to knock out defenses before they go after other targets having their seeker weapons continually being wiped out by PD. Could this ever be patched or modded in?

President_Elect_Shang February 6th, 2007 12:48 PM

Re: Fighter Strategies
 
Did you remove all other unwanted entries or did you just move "Fighter" to the top?

Edited: I was eating a banana and accidentally submitted the reply before I was finished. Ops... http://forum.shrapnelgames.com/image...es/redface.gif

Monster is a vehicle type, like carriers or freighters or colony ships. P-D are an ability granted a component and you can not add abilities to the target list. Your best bet is to create a specialized weapon that will target P-D. Then your fighters will swarm a P-D ship because it is the only legal target. Well that and anything else on the field that has P-D. Nothings perfect! http://forum.shrapnelgames.com/images/smilies/smirk.gif

Kana February 6th, 2007 03:32 PM

Re: Fighter Strategies
 
Is there a priority for closest target?

Maybe your fighters are getting distracted by a closer, lower priority target?

Raapys February 6th, 2007 03:40 PM

Re: Fighter Strategies
 
Remember that many factors plays in to create the #1 priority. Try switching all the "Targeting Priority Order" options to "Target Type", not just one of them, and see if that makes a difference.

President_Elect_Shang February 6th, 2007 04:57 PM

Re: Fighter Strategies
 
All good advice but if he removes all unwanted target entries that will work. With both of the other suggestions listed here your fighters will still try to target vehicles you don't want them to if those other vehicles become legal targets. In other words it would really suck to have your dog fighters suddenly break off and engage a ship just because the ship got to close.

Oh let me clarify myself on one thing I have been vague about. I have said twice now to remove the unwanted targets from your fighter strategy. When I say REMOVE I don't mean delete. I mean go to the strategy you want to change and select SET ENGAGE DISTANCE for the targets you DO NOT want the fighters to attack to "DO NOT ENGAGE".

Tnargversion2 February 6th, 2007 06:53 PM

Re: Fighter Strategies
 
Thanks all, will give it a try. Now if I could just figure out a way for the AI to do similiar strategies and wish upon a star for them to design different types of fighters according to these new strategies.

Raapys February 6th, 2007 07:20 PM

Re: Fighter Strategies
 
Quote:

I mean go to the strategy you want to change and select SET ENGAGE DISTANCE for the targets you DO NOT want the fighters to attack to "DO NOT ENGAGE".

The problem with this is that you might want your fighters to engage those targets if they're the only ones present. If set to Do Not Engange, however, your fighters will just retreat at once if their priority target type isn't on the battlefield.

Tnargversion2 February 6th, 2007 07:47 PM

Re: Fighter Strategies
 
Interesting and fun battle to watch. I just had a battle in which my fighters set to an Air Superiority Strategy and my attack fighters set to an Attack Fighter Strategy. The air superiority fighters behaved I guess like you would expect an air superioty fighter would behave taking out all of the fighters weaving in and out heading one direction finishing off some fighters that broke through, then turning around to seek out some new fighters. Very fun they were all over the place and some good looking dogfights. All the while my attack fighters kept steadfast and true with their goal of taking out the larger vessels with standoff weapons.

For my air superority fighters I set their strategy to:
Targeting Priority Order:
Target Type
Has Undamaged Weapons
Least Damaged
Fastest
Nearest (absolute)

Target Type Order:
Fighter Engage Point Blank 100%
All others off

The only bummer was that I did this in the simulator so the enemy fighters had the same strategies whereas in real tactical combat in the game the fighters would assume their default strategies.

thebigsilly February 6th, 2007 08:48 PM

Re: Fighter Strategies
 
I'm kind of confused about fighters - what's the real use of them? I tried to use some fighters in my own game, and they all die so fast that it seems like it would've been more worthwhile to just have a few extra regular-sized ships.

Tnargversion2 February 6th, 2007 09:37 PM

Re: Fighter Strategies
 
A handful of fighters usually don't last long, but if you have a carrier's complement worth, 40 or more they do wonders.

President_Elect_Shang February 6th, 2007 10:00 PM

Re: Fighter Strategies
 
Quote:

Raapys in response to my advice said:
The problem with this is that you might want your fighters to engage those targets if they're the only ones present.

I'm sorry Raapys but I don't understand what you are trying to point out; what targets?

Quote:

Tnargversion2 in his first post said:
One of the things I am trying to do is getting fighter or interceptors to <font color="blue">only go after other fighters</font>


Raapys February 6th, 2007 11:10 PM

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.

President_Elect_Shang February 6th, 2007 11:37 PM

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

Raapys February 6th, 2007 11:41 PM

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.

President_Elect_Shang February 6th, 2007 11:50 PM

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!

Tnargversion2 February 7th, 2007 01:56 AM

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.

President_Elect_Shang February 7th, 2007 02:40 AM

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 --&gt; utilities --&gt; 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

Tnargversion2 February 7th, 2007 07:50 PM

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 &lt; 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.

Suicide Junkie February 7th, 2007 08:06 PM

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)

President_Elect_Shang February 7th, 2007 08:19 PM

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

Phoenix-D February 7th, 2007 08:45 PM

Re: Fighter Strategies
 
Uh, PES, I'm not sure of the interface that's showing but it isn't SE5. http://forum.shrapnelgames.com/images/smilies/wink.gif

Raapys February 7th, 2007 08:57 PM

Re: Fighter Strategies
 
Unless he's done some heavy modding, anyway.

President_Elect_Shang February 7th, 2007 10:07 PM

Re: Fighter Strategies
 
I got the right one attached now.


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