Topic: AI Stripping - beta  (Read 3118 times)

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Offline NuclearWessels

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AI Stripping - beta
« on: March 24, 2006, 10:54:55 am »
OK, I've put together eight missions with a test approach to AI stripping and balancing
(basically the friendly-space and enemy-space versions of the 5, 6, 10, and 17 missions).

These should all draft 3v3, and (the theory goes) in PvP missions they will strip AI, reintroducing one or two ships only if one side is really badly outgunned.  The formula is you get help if you're outgunned by at least 75% (BPV) AND the BPV difference is at least 60.  (Naturally the formula can be tweaked once we figure out if the mechanics are really working reliably.)

The mission pack is here: http://www3.telus.net/NuclearWessels/sfc/downloads/AIStripping.zip

This needs testing online - my current home configuration isn't amenable to throwing up a server, so if one of you kind admin type souls feels like trying the eight of them out on a test server ... [hint hint]

Needless to say, we want to try out 1v1, 1v2, 1v3, 2v1, 2v2, 2v3, etc etc and we want to see what happens when the drafter wins, dies, disengages, all the usuals ;)

Good hunting!
dave

Offline FPF-DieHard

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Re: AI Stripping - beta
« Reply #1 on: March 24, 2006, 12:14:14 pm »
Hmm, I guess I found something to do tonight . .

Are the maps bigger?   ;D
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Offline Bonk

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Re: AI Stripping - beta
« Reply #2 on: March 24, 2006, 12:18:11 pm »
Whooot!  :thumbsup:

Perhaps I'll run The Forge in test mode for a week or so before launching the second run, we could test these then too. The current run is due to end in 2.5 days... So I could test these on The Forge next week.

If DieHard gets them tested sufficiently before the next run of The Forge, I'll just throw 'em in!

Offline NuclearWessels

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Re: AI Stripping - beta
« Reply #3 on: March 24, 2006, 01:39:51 pm »
Hmm, I guess I found something to do tonight . .

Are the maps bigger?   ;D

Yes, all the changes listed for the "normal" pack were applied to these.  (The "easy" fixes, such as map sizes, mission names, debriefings etc were done first,  then those were used as the baseline to go ahead with the AI stripping.)

dave

Offline Capt_Bearslayer_XC

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Re: AI Stripping - beta
« Reply #4 on: March 24, 2006, 05:10:02 pm »
Hmm..... I don't supposed I could interest you in checking out MagnumMan's Sector Assault, could I?

It has some rather bad bugs and I contacted him about it once.

He said he wasn't going to work on it, but would give anyone who did his info on the script.
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Offline NuclearWessels

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Re: AI Stripping - beta
« Reply #5 on: March 24, 2006, 06:04:23 pm »
Hmm..... I don't supposed I could interest you in checking out MagnumMan's Sector Assault, could I?

It has some rather bad bugs and I contacted him about it once.

He said he wasn't going to work on it, but would give anyone who did his info on the script.

Unfortunately I've got my hands full just finding time to get some of my dyna scripts into shape.   I take over as head of our dept in a few weeks and we're just in the planning/budgeting phases for a large new building, and [rather more important] my wife is expecting in June (our first!) so I've got a list of honeydoos a mile long.

Plus somewhere in there I need to find an excuse to get some time on aaarrrrrrr HB's servaaaaaarrrrrrrrrr matey!

sorry about that!
dave

Offline Dfly

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Re: AI Stripping - beta
« Reply #6 on: March 24, 2006, 06:23:49 pm »
Congrats on your first, and many more where that came from, because in a few years there will be more pilots for this game of ours.

Offline Dizzy

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Re: AI Stripping - beta
« Reply #7 on: March 26, 2006, 03:45:03 am »
Whoot! Cool Dave. I'll see what I can do to help Bonk and DH.

Offline NuclearWessels

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Re: AI Stripping - beta
« Reply #8 on: March 30, 2006, 08:53:45 am »
Oh!  Forgot to mention one other thing about these - if you (or you and your wings) are flying against the AI you should find the balancing works a little different than in the old NW missions

 - it no longer generates equal number of ships per team (i.e. if the drafter has 3 ships it doesn't automatically mean all the other teams do too), it just aims to balance the total bpv

 - it does adjust for the little-ship-drafting-big-wing scenario, again balancing based on total bpv, rather than just generating the enemy ships based on the size of the drafter

I'm very curious to see how well both of those work with wings and fleets

dave

Offline Bonk

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Re: AI Stripping - beta
« Reply #9 on: March 30, 2006, 09:10:00 am »
I'll be putting these on The Forge second run test in the next few days... just gotta work on the new map first...

Offline Bonk

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Re: AI Stripping - beta
« Reply #10 on: April 01, 2006, 12:37:30 pm »
The missions are on The Forge (2nd run) test. The test server is up now.

http://www.dynaverse.net/forum/index.php/topic,163366040.0.html

Offline KBFLordKrueg

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Re: AI Stripping - beta
« Reply #11 on: April 01, 2006, 03:25:17 pm »
Ran several, seemed to be fine so far, no enemies engaged however.
Some of the EvilDave missions have grown quite...challenging... :-\
How refreshing... ;D
Nice job, sir.  ;D

Seems to be no manditories in neutral hexes...interesting...
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Offline Bonk

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Re: AI Stripping - beta
« Reply #12 on: April 01, 2006, 04:08:13 pm »
Seems to be no manditories in neutral hexes...interesting...


Mandatories are off for the test. ;)
http://www.dynaverse.net/forum/index.php/topic,163366040.0.html

Offline romulansithlord

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Re: AI Stripping - beta
« Reply #13 on: April 02, 2006, 12:45:33 pm »
Hello.  Flying under the Wyldefire Cartel in the Forge 2 beta.  I was involved in a Met_ED6Patrol mission last night using a DCR3.  The battle was concluded (enemy was destroyed) and mission end report noted.  Upon returning to the Dynaverse, my ship was replaced with a different ship (my starting ship before I bought the DCR3).

Other than the above glitch, the missions seem quite a bit more challenging.

Regards,

D