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Command line switch -determcompplayer
one_time
Does anyone have any insight on this switch? Does it do anything? I found it on Karos Graveyards and added it to command line... it does seem to make the AI more agressive, but then again it's hard to make such subjective judgements. I'm not sure if it's wishful thinking or it is actually changing the AI tactics.


Thoughts?
Edited by one_time on 24-10-2005 03:02
 
Inert
Karos Graveyard explains what it does:

AI
-determcompplayer: Computer players are more determined - makes for harder matches

I might recommend this one, when you feel the AI is just not suicidal enough:

-noretreat: Disables AI retreat tactics
 
one_time
I understand what Karos says it does, but I'm wondering *what* it does. For example, does it put the AI on aggressive all the time? Or as you say, is the AI more suicidal? I guess I'm looking for a more technical explanation if anyone has one.
 
TelQuessir
Wait - you said there is an effect from using that switch - makes the AI more aggressive?

It might be made standard for PDS. We don't need no explaination of what it does if it improves gameplay. What I need to know is: if it does.
 
Inert
It should work, alright, unless the testers for karos are wrong...

Anyways, I think it means that it makes the CPU more risk-taking. Say if you had 3 frigates and it had 2 frigates and 2 fighter squadrons (which are not equal), it'd take a shot at it instead of normally having 3 frigates with 2 fighter squadrons.
 
Homdax
FYI command line switch can be implemented in big-file distro.

Do I want to try that switch? Hell yes!:skull:
Edited by Homdax on 24-10-2005 08:35
 
one_time
I did a little testing with a starship duel HDD v VDD... it did seem to effect the way the bloodhound reacted. With the switch on the bloodhound charged full force and maintained very close-quarters while attacking. With the switch off it kept a larger distance from the vaygr ships and appeared to be less agressive. In both cases the DDX just sat there and did not move, though it did fire.
 
Glacialis
So the AI of player-controlled ships is affected as well? This could be fun Grin
 
TelQuessir
I always love aggressive females.

Oh, I mean ships Pfft
 
MarieHawke
Haven't had a chance to try this recently, but I'll give it a shot when I can. Seems interesting, and my friends are getting waay too easy. XD

And Tel, aren't ships fine broads already? XD Reminds me of the time I named my ship "ZAFT-Lunamaria" in NF. Oh wait it's still named that, never mind. XD
Edited by MarieHawke on 25-10-2005 05:31
A starlight sharpshot magical girl!
 
mrWHO
This could generate some problems if you don't want to use aggresive move in you fleet.
Could you check if ships obey evasive tactic and "W" button retreat??
 
one_time
To clarify: as far as I can tell, it only effects the AI player- your CPU opponenet, not your ships; but I will continue to investigate further...
 
Glacialis
So we're talking strategic decisions, whether to commit X groups against the player's. Not "does a Bloodhound stay closer to its target and be more aggressive"?
 
yasotay
More aggressive AI is good.

Concur with recommendation for implimentation.
 
Sun Tzu
AFAIK the "agressiveness" of the CPU can be adjusted in the cpu_military.lua file. The file already adjusts several parameters like the required value/size of an attack group in accordance with the level of difficulty.
I suppose adjusting the aggressiveness is quite a touchy matter; for instance the cpu tends too attack too often when set as "easy".
Edited by Sun Tzu on 28-10-2005 10:30
 
one_time
After extensive playtesting, these are my subjective observations on this switch--- To be 100% clear all following observations apply to CPU AI only. Further research needs to be done on how this switch effects Player AI and combined arms.

1 --- CPU AI will engage targets at close quarters whenever possible - all the time.

2 --- CPU AI will try to outmanouver the player to ensure it's max firepower is always trained on the player target all the time.

3 --- Because point 2 is in effect, it is much more difficult to outmanouever the CPU AI to hit it's weak spots. This is most pronounced in Capital Ship v. Capital Ship battles. Try a ship duel between super-capitals, and try to 'CTRL-A' and get beneath the AI's ship. Impossible. As for Cap Frigs... they flank when switch is off, they charge when switch is on.

4. --- CPU AI will favour direct assault over flanking moves. IMO the CPU AI default is to outflank in terms of Cap ships and SCaps. As a result I think this switch is promising when it comes to scenario-building.

5. ---CPU AI targets subsystems with greater frequency. Again this only applies to Cap ships as far as my tests go... other units TBD.

[edit] some success in manouevering is possible by switching between F2 when CTRL-A and F4, however it is a b**** regardless. Again, only applies to Cap ships [edit]

This is only a sketch based on the AI behaviours when it comes to capital ships. Further testing is required involving mixed groups, esp. in regards to the role of fighters and corvettes when accompanying a capital ship.

I will proceed to testing this switch in terms of fighter/corvette v. fighter/corvette behaviour. Anyone else able to lend a hand? It would be appreciated...


And by the way the DDX is broken in 'Duels' when controlled by CPU AI... it doesn't move... it may as well be a plat. :-)
Edited by one_time on 29-10-2005 09:11
 
one_time
Re: the DDX, i think it's range is out of whack and that's why it doesn't feel the need to move. I think it's armaments are silly to be honest. I would suggest limiting the power and scope of it's ions. Or, to be so bold... eliminate it altogether... i personally don't see the need for it. I think it would be better if it had some sort of whack 'future' tech instead. I really liked the little bots in HW1 that comprimised the hull of Cap ships... in fact, I think that was my favourite tech. The idea an Super Capital ship could be taken down by tech so small the sensors can't detect them was cool. Bring on the nanobots!!!

Ions are overrated IMHO. The shortest distance between to points may well be a straight line, but that implies stationary targets. ... hmmm ... not.


That's just my two cents boys. :-)

Tel-- move this post if you think it's better in another forum. Thanks.
Edited by one_time on 29-10-2005 00:51
 
schumador
I don't like the idea of removing the Cazador. Tone it down if you must, but don't remove it.

You can have 4 of them at a time, they cost 2000 each and they don't maneuver well, so unescorted they are easy prey.

The Vagyr have the Chevalier (which I love); they cost 1000 each and you are limited to 2 of them. They seem more maneuverable than the Cazador but I prefer them, personally.

I think of the Cazador as a double-strength Lothringen in the body of a Tulwar. I wouldn't mind lessening its firepower if you made it cheaper and more agile...
Edited by schumador on 01-11-2005 16:08
 
MarieHawke
WHOA. Don't go there. The Cazador might need a bit of AI tweaking, but it's one of the best weapons systems out there. How can you not love the ARG shotgun?
A starlight sharpshot magical girl!
 
Glacialis
Why are you using Ctl-A?
 
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