A couple questions

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posted on August 23rd, 2011, 1:56 am
Hey guys, while working on a mod, a couple issues have arose and I need to know some things.

First of all, I"m trying to launch fighters to a specific point.  I have fighters that work for the most part, but right now my code only replaces the ships at the target location.  I would like them to be replaced at the ships hardpoint and then travel to the targeted point.

Second, I also have fighters which work like those in FO.  Completely autonomous, and uncontrollable. My problem is, when I have my ship against an enemy carrier, these fighters don't shoot eachother.  Maybe a casual shot off the bow, but not much more.  I want to know if there is a way to change the agressiveness of the fithters or simply make them shoot anything they see. :sweatdrop:  They even have weapons that can only target other fighters... 

This is actually my reluctance to use the fighter classlabel.  It just seems like all the ships that use the class label are 'dumb'.  They don't actually attack enemys directly.  Even when they attack their carriers target, they will fire once and circle around a bit and then just act like they barely care.  Dunno if this is something that can be fixed or not...


Last thing is the AI itself.  My AI will not build anything but get ships via warpins.  It doesn't actually use its ships, they just sit there and wait for you to come to them.  Is there a way to make AI ignore its build list and just attack with all and everything it has until it has nothing else???  I really would like a vicious AI. :sweatdrop:
posted on August 23rd, 2011, 3:36 pm
Really? no answers on any of these questions? :blink:
posted on August 23rd, 2011, 4:40 pm
I wanted to do some 'research' before getting back to you on those, but it seems unlikely I'll get as much time as I had hoped  :sweatdrop:

I'm not sure how to accomplish the first  :sweatdrop:

Regarding the second comment, that seems to be a bit screwy behavior - if you test FO carriers you'll see that they do continue to fire at their target until ordered to stop...

Did you make sure to change the following commands for the Fighters?
attackpower = 0
intrinsicvalue = 0

If they are too low, they won't target each other or other vessels (they also will "want" to target the higher priority units nearby, even if they can't).

As for AI it's probably because you have not changed the parameters that determine when the AI attacks - how many units need to be in a location, etc.

Artificial Intelligence - The Hitchhiker's Guide to Fleet Operations

Note, this is not a complete list, because we usually recommend against changing these variables, due to the listed problems that can occur.

Probably int min_attack_force = 4;
int avoid_danger_priority_modifier = 2.5;
double max_matching_force_ratio = 2.5;
int escort_priority = 200;

are important for this behavior.
posted on August 23rd, 2011, 6:45 pm
Ok, thanks I"ll look into these. 

Concerning the first question, back in 3.0.6, fighters were launched like this.  Back before the fighter class label.  I couldn't find a copy of that version, otherwise I would have just copied it. :sweatdrop:
posted on August 23rd, 2011, 11:02 pm
posted on August 23rd, 2011, 11:38 pm
Thanks.  I"ll see if that works better than my current fix. :blush:
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