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  #1  
Old 10-08-2012, 07:47 PM
Nephris Nephris is offline
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Default Keeping AI in agressive mode

Is there a way to keep the AI in agressive mode?

In general I observe the AI flying an attack (plane vs plane), but leaving the scene rather early. This means it is about maybe 60- 120 sec and after it the AI plane heads home. Although it gets shot on its way back home, the AI plane doesnt states back to agressive mode.
I took care of not hitting the AI plane, but firing close enough thus it knows who is firing.

I used the waypoint "free hunt" which is imho actually useless, and i used "attack fighters". Using "attack fighter" in several ways didnt change anything, like using multiple "attack fighters" waypoint on each minute. Usiong "set" on the oponent didnt changed anything.
Of course i fddled around with the skill sliders, but at least on ace the AI (courage 100%) should be motivated enough to get me down.

Atm it is actually not possible to create long lasting dogfights, as AI pilots turn out to be "wieners" and leave the battleground after some time.

So how are your expierien es? Have you been able to create a longer dogfights?
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  #2  
Old 10-08-2012, 08:36 PM
bolox bolox is offline
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Default

1)Increase the skill settings for bravery
2)Make sure the planes have a high fuel level when they go into combat
3)Discipline skill setting can also have an effect (high settings tend to stick together in groups)
4) keep opposing numbers ~even ( or even more opposition )

These things help- whether they will get it to a standard you desire is another matter

Vision/awareness sliders do also have some effect, not sure but height advantage might help.
It seems to be more an 'art' rather than a 'science' with multiple things affecting how dogfights turn out

In my experience CoD's AI have something like a 'pool' of bravery- determined by the bravery level. This is reduced by decreasing fuel level, the number of times it is 'threatened' by enemy AI etc, until a point at which 'they've had enough' and bug out at the first opportunity and remain in this state (I call it RTB Dummies) at which point they are pretty much 'target drones'- although they do some avoiding now if attacked- but quickly try to resume RTB.

One thing I often do is to give defending fighters a waypoint after contact at low level/high speed- so at least when they do 'bug out' they get out of the fight in a quicker/more realistic fashion.

That's my experience anyway, maybe others can explain it better?
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  #3  
Old 10-09-2012, 03:28 AM
pencon pencon is offline
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Default

This is the biggest problem in COD at this point for me . It's the reason I hardly ever bother any more . Pretty much gone back to 1946 up3 rc4 .(much more fun )
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  #4  
Old 10-11-2012, 02:27 PM
[J4F]Thunder666 [J4F]Thunder666 is offline
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Default same....

same problem here.
Did the AI partially set to ACE with a full tank.
Waypoint on "fighters attack" and my group targeted.
The Spitfires pull peacefully circling. The Spitfires ignore me completely, even if I attacking!
This is bullshit. Or what am I doing wrong?






Greetings Thunder
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  #5  
Old 10-11-2012, 03:49 PM
bolox bolox is offline
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Default

Quote:
The Spitfires pull peacefully circling
Have you only set 1 (or 2) waypoints for Spits?

If they reach the end of the waypoints they will just circle like drones.

Set up the meeting so both groups have a waypoint after where they'll meet.
something like this?
http://www.mediafire.com/download.php?oxigknca7op4g64
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  #6  
Old 10-12-2012, 04:05 AM
hc_wolf hc_wolf is offline
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I set all escorts and fighters that you want attacking humans to ACE. that's it. anything less and funny stuff happens. but also remember they will bug out once they are out of ammo also.

If you are using bombers then set them to ace then just tone down their arial gunnery to a range 30-80 area.

You will then find a good balance and AI performing aggressive.
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  #7  
Old 10-19-2012, 12:16 PM
[J4F]Thunder666 [J4F]Thunder666 is offline
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Default hmmm

hi,

Thanks for the tips guys. Essentially everything I had mentioned earlier. The problem is that the AI ​​will never fight when it is in abundance.
2 vs 2 all ok. But when my wingman dies I am no longer of interest and they are circling. This is complete Bu ...

Thunder
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  #8  
Old 10-19-2012, 01:11 PM
Ataros Ataros is offline
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Quote:
Originally Posted by [J4F]Thunder666 View Post
hi,

Thanks for the tips guys. Essentially everything I had mentioned earlier. The problem is that the AI ​​will never fight when it is in abundance.
2 vs 2 all ok. But when my wingman dies I am no longer of interest and they are circling. This is complete Bu ...

Thunder
It may be a case that AI does not recognize a human player as a target. Try switching autopilot ON and watch their reaction. If they attack you can switch it off again I believe and they would still engage you.
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  #9  
Old 10-19-2012, 04:34 PM
Nephris Nephris is offline
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I kept on fiddling around wit hthe AI.
I noticed the AI to disengage after 120-150 sec after their first attack task.
I then received a script by Kodiak (I dont want to post it, as long he didnt give permission), where the attack task is set to true/enabled as soon as an enemy ac in near. Even by determining the attack task itself to a plane on ACE the AI disengages after max 150 sec after the first given attack task.

Imho there is a bug (or two) in the AI routines.
The waypoint "free hunt" itself is almost useless, as the Attack.task is given for certain circumstances only. I wasnt able to determine the factors that influence any activation of an attack.task.
"Attack fighter" at least is liable, well for 120-150sec....

At the end we cant expect any changes to that issue in Clodo anymore.
So letz hope they will have decent look into the mess of AI coding, although I fear this issue will be sacrifced by higher priorities...

Maybe setting the attack.task into a 120 sec loop will fix the problem.
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  #10  
Old 10-20-2012, 10:42 PM
planespotter planespotter is offline
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Are you sure it isnt just out of ammo state. I think the same then frag into the ai aircraft which is breaking off, it has no ammo. The ai cant deflect shoot, they cant even hit from direct on six. It is not aggression, it is crap shooting ai like in IL2 before TD modded. Probably the exact same IL2 code!
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