Whoops, looks like I commented out something for testing and then forgot to uncomment it. Will fix that right away.zolobolo wrote:Seems like it is ignoring the retreat order as well as the 3X power disadvantage
Edit: now fixed in e0c857f
Whoops, looks like I commented out something for testing and then forgot to uncomment it. Will fix that right away.zolobolo wrote:Seems like it is ignoring the retreat order as well as the 3X power disadvantage
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.harpy eagle wrote:Edit: now fixed in e0c857f
Great news!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.
Well, all these mods will still work as intended with the main version of the game that's live on steam, r22151. It's only the in_development BETA branch that has any of these mods integrated.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?
In principle, if the code is in vanilla, posting a bug report to the main bug report thread is probably most appropriate. That said, if you want to give detailed feedback on suboptimal strategies you've noticed the AI using (which is arguably not a 'bug', persay), sticking it in the related mod thread might not be a bad idea. While not every suboptimality can be fixed, I suspect that both harpy eagle and I will be interested in reading feedback on how the emergent behaviors might continue to be improved.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?
Sven pretty much covered it for all the existing versions. If I do release any new updates or tweaks they will contain only the changes from the versions of the mod now in vanilla, and I'll probably label them as "v2.0" or something to be clear.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?
Yeah, I've found trackers tend to get obliterated pretty quickly, even without anti-missiles. I don't think it's a problem for missiles because ships can just relaunch waves after waves of them and usually enough get through to be balanced, I think. But I'm a little worried about fightercraft.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.
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.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.
That's a cool idea. Personally, I kind of think it might be enough just to put out floating text saying "Evade!" and explain somewhere that evading fighters can't attack that turn.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.
Heh. Yeah, probably. I've moved them in AI/tactical_ai as of r37498.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...