When groups of AI ships follow you, they all get in a line and wait for you to blow them to bits. Only the front man can shoot, and if its really bad, not even he shoots.
I suggest that the AI spreads out and fires continuously so that the player has a harder time dodging all the spread-out bullets.
I also suggest that the AI dodge bullets when they are in pursuit of a player at a range of 30ls or more, especially when they are not gaining. All this means is that they step out of your line of fire when you try to snipe them to bits and they are ordered to attack you. This would make the AI a lot more powerful IMO as the ships wouldn't die so easily once you manage to disengage (a very easy thing to do in the wolfen gunship).
AI bunching up
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
the only problem with that is turning and spreading out slows them down. I agree that is should happen but then you would need ships to act as groups and most ships do not do that currently.
Crying is not a proper retort!
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
yeah, a really massive problem... any heavy weapons (thermo, positron, plasma, antimatter) really mows them down. Ion's pretty effective too...F50 wrote:When groups of AI ships follow you, they all get in a line and wait for you to blow them to bits. Only the front man can shoot, and if its really bad, not even he shoots.
I suggest that the AI spreads out and fires continuously so that the player has a harder time dodging all the spread-out bullets.
I also suggest that the AI dodge bullets when they are in pursuit of a player at a range of 30ls or more, especially when they are not gaining. All this means is that they step out of your line of fire when you try to snipe them to bits and they are ordered to attack you. This would make the AI a lot more powerful IMO as the ships wouldn't die so easily once you manage to disengage (a very easy thing to do in the wolfen gunship).
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
-
- Developer
- Posts: 2998
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
Dwarg raiders attempt to avoid each other (though not always successfully).
But in order to do that, they need to check the position of all other ships in the system--which turns into an O(n^2) problem. That is why the Dwarg slow down the game so much.
But in order to do that, they need to check the position of all other ships in the system--which turns into an O(n^2) problem. That is why the Dwarg slow down the game so much.
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
how about doing this only for the b-liners?george moromisato wrote:Dwarg raiders attempt to avoid each other (though not always successfully).
But in order to do that, they need to check the position of all other ships in the system--which turns into an O(n^2) problem. That is why the Dwarg slow down the game so much.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
-
- Developer
- Posts: 2998
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
Dwarg already do that. But it doesn't help that much--to figure out which ships are 'currently in action' or 'dogfighting with the playership' you still have to loop over every ship in the system and calculate distance, target, etc.Periculi wrote:Could you target extra AI like shot avoiding and group patterns only for the ships 'currently in action' or on screen/ close when dogfighting with the playership?
There are some fancy techniques for segmenting objects in a quad-tree--in theory that makes it faster to figure out which ships are near a given target. But in practice you spend a lot of cycles keeping the quad-tree updated. I need to experiment more.
why didn't you tell me that earliergeorge moromisato wrote:Dwarg raiders attempt to avoid each other (though not always successfully).
But in order to do that, they need to check the position of all other ships in the system--which turns into an O(n^2) problem. That is why the Dwarg slow down the game so much.

I had several threads complaining about dwarg caused lags -.-
Now I made a mod that fixes nothing.
regards
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
What about storing a link to the commander ship on each of the zoanthrope raiders and then storing a link to all of the subordinate ships on the commander? Each ship will only avoid others in its group, but it will be relatively fast. Perhaps have only the commander check for ships near it, any ships near it are put into a list for the zoanthropes, that way a large part of the calculations are only done once per group?
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
another possibility: divide the system in 4 quadrants, and keep a wandering dwarg master in one of them, no hard calculations needed, just keep the position of the dwarg masters and modify direction when needed.
when there are more than 4 dwarg masters, then you do calculations to keep the dwarg away from each other, but only inside the quadrant and only between the 2 dwarg masters.
when there are more than 4 dwarg masters, then you do calculations to keep the dwarg away from each other, but only inside the quadrant and only between the 2 dwarg masters.