January 28, 2018 at 11:14 pm #5821
A longstanding peeve:
You tell some ships in your squadron to “sail away” in order to avoid the battle conflict, and invariably, their “escape” route decision has them sailing right through the midst of the worst cannon fire on their route to “freedom.” Aggravating, right?
Well, no longer! I found that that the overwhelming factor in their decision is the direction of the wind, almost regardless of enemy ships. So much wrong with that approach. I have changed it:
I downgraded the factor of the wind as part of the decision to much more reasonable; it is important, but should not be the most decisive factor.
I increased the factor of the enemy ships, and in conjunction, actually rate the most dangerous enemy ships as a higher priority of the decision, but overall, enemy ships, even the less lethal ones, are now more important in the decision.
I also added nearby islands as part of the route decision, which were never even a factor before, so sometimes the ships would sail directly toward an island, only to finally figure out, only when nearly reaching the shore, “Oh, there’s an island here…have to turn.” A nearby island, that might be in the escape path, is now factored into decision of which way to go, but only if proximate and is not as heavily weighted as enemy ships or wind.
After some brief testing, in some saved battle scenarios where my ships, prior to the change, would sail through the battle, now they actually turn away from the battle, or, if we were already in the middle of an enemy squadron, actually selected the quickest way out. So far, success.
I also tweaked the ‘attack’ option to stop some cases where the ships would actually sail out further distance, to bombard with cannons; that was an explicit coding where AI ships were diverted/aimed to reach their defined cannon range, and if they were closer than that, were instructed to sail out a bit, then fire. Again, stupid. Now, they either draw in closer (if their loaded ammo requires), or stick to their current distance from the enemy ship.
Another stupid thing, was if your ship was instructed to board another ship, right after winning the battle, they were tasked with ‘sail away/runaway,’ automatically, so they would start sailing off into yonder. I stopped that and now, after winning the battle, they are instructed to defend their nearest ally…until you give a different/further instruction.
January 29, 2018 at 8:11 am #5823
Hi Jeff. I am speechless… This is ….. as I said, I am speechless…
This quite unfortunate behaviour of AI is really one of the most anoying peaces in this game engine.
I am already excited to this this live.. With that it is more interesting to build trade convoys..
January 29, 2018 at 11:31 am #5826
That sounds great! The ai has really been an obstacle to enjoying leading a group of ships.
January 29, 2018 at 1:02 pm #5827
excellent news, excellent…
January 30, 2018 at 1:25 am #5829
You ever go to sea from port, in say a place like Bermudes, and if you’re not paying much attention, after a few seconds you hear that CRUNCH, as one or more of your companion ships decided to make a U-turn and crash into the shore? Breaking a mast, doing some damage…irritating, right?
Well, that’s another one gone. Shouldn’t ever happen anymore.
January 30, 2018 at 8:04 am #5834
Yeah, that’s quite a classic. And when you tell the ships to sail to a friendly ship in the back of the formation to stay out of harms way and they run right into said ship…
Jeffrey – patron saint of the bowsprits.
January 30, 2018 at 2:58 pm #5838
Aware of that one too, but other ship obstacles are handled differently than islands, so that particular problem is still something that needs work. But at least we’re much better off than before.
Still looking into some of the other common problems. Then perhaps start adding some better battle tactics too…
January 30, 2018 at 8:01 am #5832
Isn’t this awesome!
I wont ruin the surprise, but Jeffrey’s fixing of all of these old irritating over simplified AI problems is a result of two other things which we are trying to achieve on our priority list. He’s been finding and fixing these issues as he has been working on the following listed priorities.
1) better and more realistic/complex AI during sea battles which will be essential in our upcoming famous battles DLCs.
2) I can’t really tell you that yet – but when you see it, it will blow everyone’s minds. I know that’s mean but the surprise will be worth it and I am 100 percent sure with Jeffrey’s past track record that he is going to make it happen.
He always does. Imagine me saying the following in my best Arnold Schwarzenegger impression – Ahya HE IS DA ZUPER KODER
Now get to da chopper!
- This reply was modified 1 year ago by modernknight1.
January 31, 2018 at 3:16 pm #5853
That’s really good news and improvement !!
January 31, 2018 at 9:24 pm #5855
Love the AI improvements you’re working on! I’ve never sailed with a fleet before, mostly because I’m kind of a solo guy – that, and I don’t want to pay for repairs and whatnot for more than a single ship (my current tier 5 vessel is a good one, but I still have to work pretty damn hard to pay upkeep every month!). However, this is a major improvement nonetheless, and it helps set things up for more content later down the line, so hooray! Three cheers for you guys!
Keep it up!
June 12, 2018 at 8:38 pm #6283
Thank you so much for your impressive, ongoing work, Jeffrey.
It has been a pleasure to step back into this wonderful, immersive world again.
I appreciate the effort involved in creating this highly detailed mod.
Additional thanks and cheers for the PM updates.
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