Re: Tactical Combat AI Mod
Posted: Sun Apr 01, 2018 12:27 am
Thanks a bunch! I figured there were probably a bunch of things that I overlooked, I'm glad to have someone bring them to my attention.
Aha right. I added a system to let the AI keep track of missiles that are assigned to targets, but other than that all weapons are handled individually. So every interceptor squadron is completely unaware of what the others are doing. I will address this.zolobolo wrote: - All interceptors are launched on a single missile pack (would be better to maximize their deployment to a single squadron per missile salvo is possible)
Sounds like a good thing to do. It's a bit more situational so will probably go a bit lower on the TODO list, but I intend to try it out. Depending on the size of the fleets involved 50% PD may still be pretty dangerous to fightercraft, so I'm hoping I'll figure out a better criterion.zolobolo wrote: - Interceptors do not engage enemy ships even if enemy fleet has fired all their PD weapons in the previous turn (it would be great if they would engage if in direct range and enemy PD capacity is at least 50% depleted)
Huh, I haven't got around to testing strike fighters yet but I was expecting based on what I have coded that they would have a combined behaviour. But now that you mention it, when evaluating their priorities, their priority as a bomber is reduced when the threatening targets are far away, but their priority as an interceptor is not affected by distance. I think changing the carrier engagement range (as you mentioned) will help, but I'll see if I can factor distance into the interceptor priorities - it will probably help keep them alive if they go for closer missiles or even potentially wait a turn until the missiles get closer.zolobolo wrote: - Strike Fighters seems to behave as interceptors. As they are a mix of the two they would benefit from a combined behaviour
There's only so much testing I can do on my own, again, thank you for sharing some of your time.zolobolo wrote: - Enemy ships select their target based on target threat level - seems to be working nicely but needs more testing with all the various special scenarios
Yeah, ships usually die before taking major systems damage in vanilla. There is a mod that tweaks combat damage so that ships are more likely to be crippled/disabled in combat, not to shamelessly plug my own work...zolobolo wrote: - Raiding is not utilized anywhere else due to the per-requirement of engines needing to be disabled (which almost never happens) and the AI avoiding utilization of boarding module (this is due to the vanilla code)
Haven't tested the assault shuttles yet, or even looked at what code they use. I was hoping they would automatically pick up on the boarding changes. I intend to work on this.zolobolo wrote: - Assault Shuttles do not utilize raiding even if enemy crew is larger. They should probably be effected by the mod, but Assault Shuttles currently seem to be prevented by a bug of sorts from being utilized as it has been mentioned that they should work
For some reason when I started out I thought it would be good to keep the carriers a little further back, but you're right they probably are more effective up close. Another reason why a second opinion really helps.zolobolo wrote: Also noticed though that the carrier was holding its starting position, and not closing to enemy vessels. This made the small crafts less effective due to the amount of turns it takes for them to get to the target and back, and vulnerable to other guns outside of automated PD counter - would make sense to bring carriers close enough so that their squadrons can unload their payload in a single turn