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-   -   When AI will be improved? (http://forum.fulqrumpublishing.com/showthread.php?t=31499)

_YoYo_ 04-25-2012 06:37 PM

When AI will be improved?
 
When AI will be improved?
Its in total misunderstanding. When the Wellington, Short Sunderland (with 4 engines) ect. stops to do barrels and A.I. fighters will do something more than small boom and zoom and thats all.

How is it possible than in IL-2 we have nice AI and in the next "show" of IL2 series (CoD) it was come back to 1999/2001 with AI? :confused:

trademe900 04-26-2012 05:23 AM

Mate, the AI beggars belief in this installment. An absolute sham.

The one thing I am actually happy about though are the AI gunners... they aren't ridiculous sniper shots like before- usually anyway.

bolox 04-26-2012 10:13 AM

this is with supplied quick missions? see
http://forum.1cpublishing.eu/showthread.php?t=31193

based on work here
http://simhq.com/forum/ubbthreads.ph...ml#Post3543201


this gets rid of the worst excesses in ai behaviour.
careful use of skill settings by mission builders can create some quite good results (imho- and also some really awful ones:-P ).

Like IL2, user made missions tend to be better in many aspects and should get better as more people come to understand how to utilize the options better(again imho)

bongodriver 04-26-2012 10:50 AM

This does raise the idea that AI is not really as porked as people claim, it's just the missions provided weren't set up particularily well, but the tools to do so are fully available to us.

bolox 04-28-2012 01:29 PM

Quote:

but the tools to do so are fully available to us
not fully available to us by any means, although it will be interesting to see what the patch does with this as there are meant to be some way of interacting via scripts- what that actually means remains to be seen- i really hope a couple of 'examples' are provided. to speed up the 'learning curve' as to how these work.

There's also some stuff going on 'under the hood'- such as ai response to fuel levels and how this interacts with the skill levels, which mean we can never have 'full' control.

Madfish 04-28-2012 01:43 PM

Quote:

Originally Posted by bolox (Post 416458)
not fully available to us by any means, although it will be interesting to see what the patch does with this as there are meant to be some way of interacting via scripts- what that actually means remains to be seen- i really hope a couple of 'examples' are provided. to speed up the 'learning curve' as to how these work.

There's also some stuff going on 'under the hood'- such as ai response to fuel levels and how this interacts with the skill levels, which mean we can never have 'full' control.

Full control is most of the time not necessary and a big pain anyways. For example in your car: what if you'd have to tap your turn signal / flasher each time in perfect rythm instead of it doing what it has to do automatically?

Maybe there should be an option for advanced scripters or whatever but most are better off using a simpler approach.

I like this tool published here: http://forum.1cpublishing.eu/showthread.php?t=31573

Does the job for me so far. With a few improvements it'd be alright.


But generally AI could be improved a bit. I agree.


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