AI reaction improvements •••••(complete) Nakamura

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AI reaction improvements •••••(complete) Nakamura

Post by Nakamura on Sat Aug 24, 2013 1:10 am

Almost every ship has wrong AI control values - these are the factors that tell the AI that a specific unit is good against a certain class.
Example for vaygr battleship : 


NewShipType.antiFighterValue = 5
NewShipType.antiCorvetteValue = 10
NewShipType.antiFrigateValue = 70

Since when is the Battleship good against fighters?

After about 200-ish edits the AI is bound to react and counter enemy forces properly. I'll try to make an emphasis on hard counter ships also.
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Re: AI reaction improvements •••••(complete) Nakamura

Post by Nakamura on Sat Aug 24, 2013 6:52 am

Task complete. The unit composition of AI players is much more effective and provides very tough battles even on hard difficulty. I'll keep working on the assault frigate's issue - that ship seems to be heavily overused by the vaygr AI.
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Re: AI reaction improvements •••••(complete) Nakamura

Post by PurpleKalamar on Sat Aug 24, 2013 9:13 am

Great! If your work could fix the "bombers issue" with Hiigarans, that would be great (It's ridiculously easy to deal with 70 Bombers squadrons)
Btw, you had an amazing idea to check this out!

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Re: AI reaction improvements •••••(complete) Nakamura

Post by Nakamura on Mon Aug 26, 2013 4:51 am

What is that bomber issue like? If you mean that the AI uses lots of bombers in late game, I think this will really change now depending on what ships you use.
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Re: AI reaction improvements •••••(complete) Nakamura

Post by PurpleKalamar on Mon Aug 26, 2013 5:02 am

Before fix, Hiigarans AI used to build just swarms of bombers, and even versus a cap ships fleet, it's unefficient. Too much flak, and just need a few interceptor squadrons to be countered.

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Re: AI reaction improvements •••••(complete) Nakamura

Post by Nakamura on Mon Aug 26, 2013 5:09 am

Now you'll see heavy bombers instead, haha.
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