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Stupid bloody browsers that crash when I've spent 20 minutes writing a post
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Anyway, the way the AI is generated in my warp-disengagement missions is as follows:
If it is a PvP matchup then no AI is generated except in planet/base assaults/defenses, in which case the planet/base (should) be generated.
If you are flying against the AI (whether solo or with wings) then the AI is determined as follows:
- the BPV of the human controlled ships is determined
- some additional AI may or may not be added to your side
- an enemy AI fleet is created with an appropriate total BPV, more-or-less randomly carved up into one or more ships (e.g. a 300 bpv fleet would sometimes get allocated as 2x150, sometimes as 1x300, sometimes as 70+100+130, etc etc)
The point is, it was put together pretty quickly and is all BPV driven.
I'd like to come up with a scheme that uses more traditional ship groupings, but without restricting whatever madness the admins might inflict on their shiplist <looks at a certain Gorn>
I
think that means it needs to be based on the shiplist categories of hull type, class type, special role, and bpv (and of course be in yfa/yla range).
Since some of you have clearly put a lot of though into OOBs, I want to snag some of your thoughts before I go nuts trying to create the new AI fleet generation scheme.
dave
<we now return you to the great turkey and bsg debates
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