Enhancement of Intelligence for Non-player Ships

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  • #17740
    IronDuke
    Participant

    [quote=”AdmiralZeratul” post=20164]Do the AI enhancements also affect Az’s and Lori’s combat performance?[/quote]
    I don’t know if they have their AI set below max, but if so, then yes. The thing is, all ships have an AI mindset thingy applied when they are created. Military, coward, bold, etc. I think there’s a special one that only the T-fighters get. Basically these mindsets govern reaction times, what maneuvers are performed, how the ship reacts to things like superior foes, all that jazz. Because the T-fighters seem to ahve a different flight style than your average ship, I get the suspicion that they have a custom mindset.
    I never detach them because lazy and they get killed, so I’m not entirely sure whether they have their AI preset at the default 80%. If they do though, they definitely are improved by the mod.

    Now you’ve sparked my interest in having them fly detached. B)

    TLDR: Very probably.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #17743
    AdmiralZeratul
    Participant

    [quote=”IronDuke” post=20166][quote=”AdmiralZeratul” post=20164]Do the AI enhancements also affect Az’s and Lori’s combat performance?[/quote]
    I don’t know if they have their AI set below max, but if so, then yes. The thing is, all ships have an AI mindset thingy applied when they are created. Military, coward, bold, etc. I think there’s a special one that only the T-fighters get. Basically these mindsets govern reaction times, what maneuvers are performed, how the ship reacts to things like superior foes, all that jazz. Because the T-fighters seem to ahve a different flight style than your average ship, I get the suspicion that they have a custom mindset.
    I never detach them because lazy and they get killed, so I’m not entirely sure whether they have their AI preset at the default 80%. If they do though, they definitely are improved by the mod.

    Now you’ve sparked my interest in having them fly detached. B)

    TLDR: Very probably.

    –IronDuke[/quote]

    I definitely recommend having them fly detached. Due to their tiny size and good maneuverability, their survivability can be surprisingly high. Having other people to take the bullets for you is an advantage not to be underestimated either, and keeping the T-Fighters attached means all those bullets will be aimed at you. The increased combat effectiveness also allows for the procurement of more cargo, which conveniently makes replacing T-Fighter losses much easier.

    I have no idea how Az and Lori keep surviving getting blown up though. Maybe they are secretly immortal warrior women who are just following Cal Johnston to fulfill their own nefarious plans later on…


    Overthinking is kind of a habit of mine.

    #17747
    Chessking
    Participant

    I have no idea how Az and Lori keep surviving getting blown up though. Maybe they are secretly immortal warrior women who are just following Cal Johnston to fulfill their own nefarious plans later on…

    I think Az and Lori eject in little escape pods that secretly attach to your own ship. Provided, of course, you don’t get blown into space dust first. It is odd, though, when one of them gets destroyed and the other shouts out, like the one got killed. But then they are both sitting lazily on the sofa when you get back.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #17751
    7upMan
    Participant

    [quote=”AdmiralZeratul” post=20168]
    I definitely recommend having them fly detached. Due to their tiny size and good maneuverability, their survivability can be surprisingly high.
    [/quote]

    This is not really what I experienced. I stopped taking the turret fighters with me because they always got killed. Also, they wasted missiles like crazy, and I mean really firedsomething like a dozen missiles within seconds. With me having to replace the fighters, missiles and ammunition, in the end, things got so expensive that it made no sense to me to take them anymore.

    #17752
    Chessking
    Participant

    To me, the benefit of having T-fighters is the ability to fire several different types of weapons at once, and target several ships independently. On the advanced patcom and heavy corvette, they can even turn and fire backwards, like in I-War 1. On the other hand, I like a variety of weapons. On the Tug especially, with two T-fighters equipped, the fighters might have more firepower then you do when they are detached. I like to have my neutron PBCs, my cutting beam, my gatling cannons, and some seekers and remote missiles. Did you know, the heavy corvette can mount six gatling cannons?


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #17756
    AdmiralZeratul
    Participant

    Besides, missiles are cheap to manufacture anyway. You’ve got to have some use for the cargo you steal other than trading, after all.


    Overthinking is kind of a habit of mine.

    #17765
    7upMan
    Participant

    I have yet to discover blueprints for the more valuable missiles. Currently, I can only produce the simplest Seeker missiles.

    #17774
    IronDuke
    Participant

    [quote=”7upMan” post=20180]I have yet to discover blueprints for the more valuable missiles. Currently, I can only produce the simplest Seeker missiles.[/quote]
    That’s because, while they do exist in the game, they are never put into the trade screen. If they are ever in a convoy, I have never seen them, despite probably stealing 1,000,000 pods in my 8 years of playing.
    Thanks for bringing that up. I’ll add that to the list of things to mod. πŸ™‚

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #17809
    Chessking
    Participant

    I finally got around to trying this out. Is the change noticeable? I’m not sure. First note, it helps to have Multimod enabled. πŸ˜† In the first Instant Action battle I tried, a few fighters destroyed me. They don’t usually seem to be that accurate. The second battle felt about normal, though, and I finally died with sixty-some kills and a score of over 1900. About what I usually get. I think the thing that would prove the mod is doing its job would be to use it to set all ships to 10%, and see if they die more easily.


    @7upMan
    : Here is the full list of blueprints I own:
    Turret Fighter
    Seeker Missiles
    Gnat Pack
    Hammer Pack
    Seeker Mine Pack
    Gatling Cannon Ammo
    Sniper Cannon Ammo

    I have not found blueprints for deadshot missiles or harrower missiles. The ability to manufacture Deathblow REM missiles would be a good addition, as well. In the end, it would be really cool if you could manufacture whole ships, and both build and maintain a fleet that way.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #17817
    IronDuke
    Participant

    I’m pretty sure I said somewhere in the mod description that scrolls by in the Extras screen that it requires multimod. :unsure: If I forgot, then oops.

    The simplest proof that the mod works is to fly to a station and watch the AI vessels fly at 250 m/s instead of 200. πŸ™‚

    If you want more blueprints, currently the best way to get them is to use the Future Trader mod. Also, there is a mod called iFleet that lets you own a little fleet of captured ships. It was fairly clunky to use, so I didn’t get far, but it’s worth a shot.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #17819
    Chessking
    Participant

    I don’t see a mod description in-game at all. πŸ™ It is okay, though. It can be really hard to get all of the associated files in place before release. I may be close to finsihing the new keybinder, but I still have to write a readme so you guys know how to use it.

    The simplest proof that the mod works is to fly to a station and watch the AI vessels fly at 250 m/s instead of 200. πŸ™‚

    Gotcha. I have only tried it in Instant Action, but I will probably be using it whenever I play.

    I never looked into Future Trader of iFleet much… I remember being able to buy gunstars for your base, though, and that is definitely pretty cool.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

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