little experiment in ship behaviour MOD

A place to discuss mods in development and concepts for new mods.
Post Reply
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Many enemy ships in the game use evStdPatrolEncounterBehavior for their behavior.
This is a great opportunity to make AI ships more interesting or acting differently in specific cases.

Here you can find a mod experimenting with that:
http://xelerus.de/index.php?s=mod&id=754

AI ships will now pursuit the playership through gates !

I made also another modification from the original behavior, AI ships won't gate out, but will start wandering around the system, until they will find something else to pursuit (like the player returning :D). However I'm a little concerned that this could overpopulate a system.

What do you think ? What kind of ship behavior would you like to see ?
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5510
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

:D
I havn't gotten around to implementing advanced AI stuff, but I'll be releasing (eventually) an AI module for TX2, and it could very well be made compatible with your AI project...
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Post Reply