Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > FMB, Mission & Campaign builder Discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 10-08-2012, 07:47 PM
Nephris Nephris is offline
Approved Member
 
Join Date: Jun 2008
Posts: 117
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?
Reply With Quote
  #2  
Old 10-08-2012, 08:36 PM
bolox bolox is offline
Approved Member
 
Join Date: May 2008
Posts: 351
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?
Reply With Quote
  #3  
Old 10-09-2012, 03:28 AM
pencon pencon is offline
Approved Member
 
Join Date: Aug 2010
Posts: 201
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 )
Reply With Quote
  #4  
Old 10-11-2012, 02:27 PM
[J4F]Thunder666 [J4F]Thunder666 is offline
Registered Member
 
Join Date: Oct 2012
Posts: 14
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
Reply With Quote
  #5  
Old 10-11-2012, 03:49 PM
bolox bolox is offline
Approved Member
 
Join Date: May 2008
Posts: 351
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
Reply With Quote
  #6  
Old 10-12-2012, 04:05 AM
hc_wolf hc_wolf is offline
Approved Member
 
Join Date: Jul 2010
Posts: 439
Default

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.
__________________
__________________
Win7, 64bit Ultra
Asus P8P67Pro MB
Intel i7-2600K
Coursair 16GB (4x 4GB), DDR3-1600MHz
Gainward Nvidia 580GTX 3GB DDR5
850-Watt Modular Power Supply
WIN7 and COD on Gskill SSD 240GB
40" Panasonic LCD
TrackIR5 +
Thrustmaster Warthog stick, throttle & pedals
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:38 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.