"What method do testers and players use when testing and refining the BOBII AI maneuvers"? (we have over 80 complex maneuvers for selection [both the aggressive and defensive maneuvers]) for the fighters (Spit,Hurri,109.110) and over 50 simple maneuvers for selection for the JU87 and Defiant).
Sorry, I have just one more boring technical post to try and communicate how the BOBII players and testers worked with a single programmer on the AI for the last 6 years (version 2.03- 2.11). Each and every maneuver was reviewed, tested, evaluated, and refined. This was a committed team approach involving a large amount of work. Is the COD community ready to commit to a large long term task?
We use Move Code Labels in real time as a tool to show which maneuver has been selected.
The best way to learn more about the BOBII AI is to turn on Move Code Labels and watch the AI. A good way to watch the BOBII AI is to use Auto Pilot (control+A) so you can just sit back and watch the move codes change.
BOBII’s label options are the following:
1. Move Code Labels - Used to test BOBII AI maneuvers
2. Short Labels - Short text
3. Full Labels - Full text
4. Single Character Labels - Player selected single character
5. No Labels - For realistic game play
Here is a Pic example and text description for Movecode labels:
1. Move Code --Examples like AUTO_FOLLOWWP (following WP like bombers), AUTO_COMBAT (fighting move code but depends on individual maneuver code), AUTO_LANDING, etc.
2. Maneuver code -- Examples like MANEUVER_DISENGAGE (stop fighting, reasons are many), MANEUVER_TURNINGFIGHT (aggressive maneuver), MANEUVER_BREAKHIGH (defensive maneuver), etc.
3. Range to player (meters)
4.Skill level (Novice, Veteran, Ace, Hero and each subdivided, example Ace1, Ace2, Ace3)
5. Alt (feet)
6. Speed (MPH)