AI Improvements

Post ideas & suggestions you have pertaining to the game here.
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schilcote
Militia Captain
Militia Captain
Posts: 726
Joined: Sat Feb 02, 2008 7:22 pm

When was the last time the enemy (and friendly for that matter) ship AI was updated? 0.7? I want to fight against smarter enemies. If I have a ship that flies around with a Hyperion, Iocrym Veil, and Quantumsphere Disentergrator + Iocrym Repeller, Hornet Battlepods and Corsairs should not mess with me. If I get my enemy's shields down, he should start running away or perhaps kamikaze (another addition for the Ferians?). Alot of ships just seem a bit block headed. Millitary ships should attempt to function as a group, maybe have one command ship that takes in information from the rest of the group and coordinates them, I.E. when a bunch of centurions attack an Ares base, instead of just flying in and blasting, they should try some sort of tactical manuvering.

What say you?
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
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Arisaya
Fleet Admiral
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Location: At the VSS Shipyards in the frontier, designing new ships.

Well, if every ship and station got overriden, we could in theory manually do this by adding an overlay that changes behavior based on the ship's immediate surroundings and its current behavior, and its ship-type/loadout...
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<New tutorials, modding resources, and official extension stuff coming to this space soon!>
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Atarlost
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Play the game first. George just did an update to the AI for attacking bases, and ships that have lost their shields running away has been in for a while.
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Arisaya
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Location: At the VSS Shipyards in the frontier, designing new ships.

And there's a new AI type in RC2 too.
(shpOrder gPlayership 'barrelRoll)

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