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Bugs/offering help


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#1 Guest_RICON_*

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Posted 01 June 2007 - 03:31 PM

For me the AI seemed to work fine - the enemy attacks and they build up thier forces i dont se a problem in that sense - one thing i do see is that the eclipse cant fight (excluding the colaxial cannon) the weapons on it dont work - other than that love the new modles - on a side note what kind of help do you need i might be able to help (small chance that ill be able to help)

#2 Phoenix Rising

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Posted 01 June 2007 - 07:17 PM

That's really odd that so many people say the AI doesn't work...

Unfortunately, yeah, PG's Eclipse model can't accommodate for anything but the superlaser, so it's going to have to be replaced.

#3 slornie

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Posted 02 June 2007 - 08:48 AM

does the activity of the AI depend on the difficulity level ? maybe the AI is more sluggish in this mod than regular FoC at lower difficulty levels
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#4 Phoenix Rising

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Posted 02 June 2007 - 12:55 PM

It does, but also it makes a huge difference having two AI players over one. The AI will do some stupid things like wait to be attacked before attacking, which is why you can leave EaW on overnight and have no battles occur. I tried to remove most of the waiting code that I found, but it still does better with two AIs going so they can kind of trigger each other into action. Most of the noticeable AI improvement between EaW and FoC can actually be attributed to their adding another faction, because not many of the scripts were changed.

#5 Rob

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Posted 01 July 2007 - 01:34 PM

The AI *IS* attacking me, but only very, very rarely. I have never had a ground battle (about 8 hours of game play with PR mod now) and the space battles initiated by the AI number less than 5. Also, when I initiate a space battle, more often than not the Rebels try and flee, even if it's a pretty fair fight. If the Death Star is in my fleet they always flee. I've left the DS unprotected and they simply wont attack it. I'm playing the game on the highest of the three difficulty levels.

I love the mod, and it's still a great play, but it's no challenge at this stage because I never get attacked. I hope you manage to discover the cause of the timid AI, please let me know if there's anything I can do to help you with the mod.
Rob.

#6 Phoenix Rising

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Posted 01 July 2007 - 06:16 PM

The AI has been fixed hopefully to everyone's standard. Certainly there's more I can do yet to make it into a smarter player, but that's just a matter of figuring out how to code it properly.

Actually just yesterday I rewrote almost all of the infrastructure code, which handles buildings, and I saw the AI build a SpecForce academy for the first time ever. They're still building defensive structures all over the place though, as those seem to be handled by another file, but I'm hoping it's just because they have the money to do so, since I'm testing with 1+ million starting credits. I also trained it to take advantage of planetary advantages when choosing what to build like a real player would, so putting barracks and officer academies on Kamino, for example, is especially desirable, although I haven't tested it enough to make sure it actually works yet.

I do agree that they retreat way too much and for far too little though, so I'll try to change that. It's probably because I changed all of the values on the ships and they're much higher than vanilla.

#7 Rob

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Posted 02 July 2007 - 05:38 AM

Yeah, that's what I figured. I know you're eager to keep things 'in house' until the next release, but I've got some time off at the moment and I'm more than willing to test changes out and report back in detail, if you need the help.
R.



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