Quote:
Originally Posted by Blackdog_kt
...
What i mean is, sure, CoD has problems. But there are perfectly working parts of it that a lot don't ever see because we don't even scratch the surface. Cheers 
|
Well Said!
OK here I go.......
AI does some strange things! Part of the problem it that the mission builder defaults to generic stats for the different skill levels (rookie, average, veteran, ace) if you open up a mission file the stats will read (something like) 'Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3' where all the varying skill attributes are set uniformly. Unfortunately this seems to be contributing to the odd AI behavior as the attributes in question are (in order): BASIC FLYING, ADVANCED FLYING, AWARENESS, AERIAL GUNNERY, TACTICS, VISION, BRAVERY, and DISCIPLINE.
By experimentation (
mostly by others) it seems that some values work better if they are higher or lower and depending on the aircraft type (fighter, bomber, dive bomber) this kind of generic implimentation of the AI skill attributes is leading to some funky behavior (bombers behaving as fighters and insane snap rolls are my favorites). Values that seem to lead to more sane behavior (but these are not yet perfect!) are:
// Fighter
rookie = 0.30 0.21 0.78 0.40 0.64 0.85 0.85 0.43
average = 0.32 0.21 0.87 0.60 0.74 0.95 0.90 0.53
veteran = 0.73 0.21 0.92 0.80 0.74 1 0.95 0.63
ace = 0.93 0.21 0.96 0.92 0.84 1 1 0.63
// Fighter Bomber
rookie = 0.30 0.21 0.78 0.30 0.74 0.85 0.90 0.70
average = 0.32 0.21 0.87 0.35 0.74 0.95 0.95 0.72
veteran = 0.73 0.21 0.92 0.40 0.74 0.95 0.95 0.75
ace = 0.93 0.21 0.96 0.45 0.74 1 1 0.75
// Bomber
rookie = 0.30 0.21 0.78 0.20 0.74 0.85 0.90 0.90
average = 0.32 0.21 0.87 0.25 0.74 0.90 0.95 0.93
veteran = 0.73 0.21 0.92 0.30 0.74 0.95 0.95 0.95
ace = 0.93 0.21 0.96 0.35 0.74 1 1 0.97
I know many of you are
experimenting and fine-tuning these values and I would appreciate more feedback (preferably in this thread:
http://forum.1cpublishing.eu/showthread.php?t=31573) on what values to tweak in what circumstances (bomber, fighter, etc...). Perhaps we (the CloD community) can find some good AI values and get Luthier and Co. to incorporate these into the full mission builder... This would require a slight modification to the FMB as it would need to define the values differently based on plane type. I know this is not difficult to do in C++ so I imagine they could do it to their code base in hours (not days - but we need to wait and see what the AI improvements bring as they may already have solved many AI issues in the next few months and if not we want to supply them the best settings we can come up with).
An other problem is that the mission builder will (by default) set the whole flight to 1 skill level so they all behave similarly... When building a mission I suggest setting the planes to individual skill settings rather than make the whole flight one skill level this leads to some variation in AI and if you use the default skill attribute settings (rookie, average, etc...) you can still use
AITweak on your mission to tweak the values for you.