AI target selection

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20 years 1 month ago #11636 by MajorTom
Replied by MajorTom on topic AI target selection

Originally posted by mdvalley



What do you think? It viable? Is flux up to it?


I think flux could handle that quite well and you can script alternative attack orders for AI in general. That won't work for turrets alone because you can't directly interface the turret AI. It would work if you made pseudo turrets using class icShip.

Originally posted by Second Chance



MajorTom, were you saying that all AI try to target the most dangerous (or highest threat value) ship all the time? But wouldn't that mean that every weapon and ship would attack (more or less) one ship at a time (i.e. the most "dangerous" ship)?


There is also a player ship factor involved. Bots usually attack the player ship first if it is hostile. My example was made using comparisons from MP where all human players have player ship status. Then you can see "better" if they go after a destroyer, interceptor or fighter. You'll note that bots always go for the larger ships in the Bot match games.

If there were a mass and range factor affecting things that would be ideal, but I've never seen anything about it. Does anyone have more info on how mass or range relates to targeting choice?


I don't have anything more than observations either. You'll probably have to test that.

The most important question I have about that is: Did the turret actually fire and try to hit the ship?


I would say no! But, again based on observations so you'll have to test. On bolt speed (and length) I meant: If the bolt speed is very high and the target very close, sometimes flux cannot calculate a hit, simply due to processor (and/or process) propagation delays. That could have been the reason for being unscathed but I doubt it because I didn't see any bolts being fired.



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20 years 1 month ago #11637 by Second Chance
Replied by Second Chance on topic AI target selection

I meant: If the bolt speed is very high and the target very close, sometimes flux cannot calculate a hit, simply due to processor (and/or process) propagation delays.

Gotcha! Now I understand, thanks.

btw - I was editing my last post when you posted this, so it came out late.

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