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May 11th, 2002, 09:37 PM
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Join Date: Feb 2001
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Re: Next patch requests
Another move strategy that humans use in tactical combat that the AI could use to advantage but doesn't is the following. This we could call "moving in and out of range". The cleanest example is in attacking a stationary target which has a certain range, say a WP or a ship with engines knocked out. The human moves into range, shoots and moves back to distance (1+opponent's range). It seems trivial, but the AI now sits still within a planet's range and lets himself get knocked to pieces unnecessarily. Once again. it can't be all that difficult to program. Perhaps the movement strategy should be split into two parts (1) before shooting (2) after shooting, to give the possibility of more variation. for example. (1) "optimal range" AS QUICKLY AS POSSIBLE (i.e. no parallel moves as the AI does now) followed by (2) move "just out of range" if possible.
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May 11th, 2002, 09:43 PM
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Re: Next patch requests
Catain Kwok, I agree and for that reason I don't use tactical combat any more. But what I am trying to do here is suggest that Malfador improve AI strategical combat by using some simple moves of the kind that a human would use in tactical combat, thus evening the playing field a little.
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May 14th, 2002, 01:19 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Next patch requests
Quote:
The cleanest example is in attacking a stationary target which has a certain range, say a WP or a ship with engines knocked out. The human moves into range, shoots and moves back to distance (1+opponent's range). It seems trivial, but the AI now sits still within a planet's range and lets himself get knocked to pieces unnecessarily
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I have lost planets to unmodded, standard AIs that did exactly what you describe.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 14th, 2002, 04:32 AM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
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Re: Next patch requests
The destrutction of ion stroms is still not reported in the log.
Sometimes, the ministers add itens ti queues of shipyards under human control (example: i use some space stations with huge cargo capability to build units in a loop, not minister controled of course, and sometimes appear ships/etc added to the queue.
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May 14th, 2002, 05:24 AM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
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Re: Next patch requests
If the Intelligence make a ship turn to us, in the log they report it but the go button take us to the place it appenned and not to the ship itself.
I think need to be fixed.
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May 14th, 2002, 05:50 AM
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Colonel
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Re: Next patch requests
I always felt that the possibility of "move-fire-move" was problematic and opened the possibility of very unbalanced combats. Personally I would prefer that the ships can't move any more (only in the same combat turn of course) after they fired. That was the rule in SE III and I don't see the reason why MM changed this.
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