zolobolo wrote:Seems like it is ignoring the retreat order as well as the 3X power disadvantage
Whoops, looks like I commented out something for testing and then forgot to uncomment it. Will fix that right away.
Edit: now fixed in e0c857f
zolobolo wrote:Seems like it is ignoring the retreat order as well as the 3X power disadvantage
harpy eagle wrote:Edit: now fixed in e0c857f
sven wrote:I've folded this mod into the "in_development" version of vanilla as well: all the content in e0c857f35 should now also be in r22260.
zolobolo wrote:Is the vanilla code conflicting with the strategics and tactical mod files or when using the mods they simply do not have any practical effect anymore?
zolobolo wrote:Where would you prefer having future bugs reported, in the main issues thread or in the corresponding strategic and tactical AI mod threads?
zolobolo wrote:Question:
Is the vanilla code conflicting with the strategics and tactical mod files or when using the mods they simply do not have any practical effect anymore?
Where would you prefer having future bugs reported, in the main issues thread or in the corresponding strategic and tactical AI mod threads?
sven wrote:This is a lovely mod, and I've made no changes to it as yet; though watching various combat replays did inspire me to nerf the range of anti-missiles.
harpy eagle wrote:Privately I've been experimenting with increasing evasion just for fighters (I guess since they're manned there's some kind of explanation for that) and or reducing the PD/accurate weapon mod bonuses to +25%. But there could be better ways to approach it and that's probably a separate discussion.
sven wrote:One relatively minor diff that's been on my TODO for *years* is to modify fighters so that there's a chance that rather than being shot down by point defense, they'll just be forced to abort their attack run. I.e., in apply_generic_damage_to_tracker, there'd be a chance that instead of dying, a fighter would just lose it's right to attack that turn.
Um, there are currently 2 reasons why this isn't done yet. The first (and biggest) being that figuring out how to animate the 'dodge' mechanic in such a way that a player has reasonably odds of understanding what's supposed to be going on is hard. The second is that the fighter damage attack code is ancient, and a mess, and I think all the conceptual stuff underlying the 'attacks_this_turn' variable should likely be re-throught and re-written.
harpy eagle wrote:On a completely unrelated note, I'm now wondering if I should have moved all the new combat AI source files to a subfolder inside AI...
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