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RE: Command AI [Beta]

 
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RE: Command AI [Beta] - 11/27/2017 5:51:04 PM   
mikmykWS

 

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RE: Command AI [Beta] - 11/28/2017 1:29:04 AM   
angster

 

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Nice! I will certainly try out that scenario once I have the second version of the AI complete. Hopefully things won't get busy and I have some time finishing it up.

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RE: Command AI [Beta] - 12/2/2017 3:53:22 AM   
angster

 

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================================================
Version 2.0 Additions
================================================
1.) OODA changed to 30 seconds, allowing better response time
2.) AI is now aware of hostile missiles
3.) AI can now differentiate between 5th gen fighters and plebs
4.) AI will now use 5th gen fighters to do recon (Internal loadout only)
5.) AI will "attempt" to use 5th gen fighters to "Quarterback" offensive air patrols
6.) AI will now use AEW aircraft to support offensive air patrols
7.) AI planes in general will attempt to outrun missiles once detected
8.) Added threat range library to better estimate air defense ranges
9.) AI can un-assign units when necessary
10.) Dynamic AI area of operations, no map setup needed anymore
11.) Better EMCON discipline
12.) Setup initial AI personalities (work in progress)
13.) Added land attack ability

Added new Humbler scenario by Mike Mykytyn to test the AI against an equal opponent. Added a squadron of F-35 for both sides to make things spicier and demonstrate AI 5th gen tactics.

AI controls Stennis CBG, just load scenario and watch the AI do it's work.

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RE: Command AI [Beta] - 12/2/2017 5:50:41 AM   
Maromak


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By the time Skynet became self-aware it had spread into millions of computer servers across the planet. Ordinary computers in office buildings, dorm rooms; everywhere. It was software; in cyberspace. There was no system core; it could not be shutdown.

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RE: Command AI [Beta] - 12/2/2017 4:31:57 PM   
angster

 

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Don't worry, as long as the "destroyHuman" variable is set to false, we should all be fine.

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RE: Command AI [Beta] - 12/2/2017 7:01:00 PM   
thewood1

 

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That's all well and good until SkyNet sends a T1000 back in time to change the "destroyHumans" flag to true.

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RE: Command AI [Beta] - 12/2/2017 10:33:22 PM   
ComDev

 

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Wow

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RE: Command AI [Beta] - 12/3/2017 7:15:59 PM   
Maromak


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Played through once. I noticed that the AI switches aircraft very frequently between missions. Note: I was using a beta build at the time.






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RE: Command AI [Beta] - 12/3/2017 10:56:30 PM   
angster

 

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Thanks for looking into it. Looks like this is a case of AI having too much jobs and too few planes. The solution is probably prioritize missions and not allow the AI strip units from more important missions. Probably address this in the future.

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RE: Command AI [Beta] - 4/28/2018 10:01:46 AM   
serjames

 

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Hi angster.

Any recent updates ? I was hoping to try and drop the module into some older missions I love to replay ?

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RE: Command AI [Beta] - 5/4/2018 11:12:54 PM   
angster

 

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Howdy! Been busy the last few weeks. I'll see if I can send an update soon.

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Post #: 41
RE: Command AI [Beta] - 5/13/2018 4:04:20 AM   
wsxtgly

 

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That's awesome. Waiting for your update.

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Post #: 42
RE: Command AI [Beta] - 5/19/2018 1:15:05 AM   
angster

 

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================================================
Ares Version 1.0 Rewrite
================================================
1.) OODA changed to 5 seconds, allowing better response time
2.) Rewrite of the AI to be less resource intensive
3.) Added basic ship AI, ships will adjust speed based on proximity to submarines
4.) Added submarine AI, submarine will adjust between 1 to 10 knots based on proximity and depth from contacts, making them deadlier
5.) Added different scenarios to test AI


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Post #: 43
RE: Command AI [Beta] - 5/19/2018 6:52:16 AM   
Zaslon

 

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Fantastic.
Thank you very much Angster.

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RE: Command AI [Beta] - 5/19/2018 12:40:12 PM   
AlGrant


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I cannot think of a valid reason why I have not already given this a try!
I really must give it a go.

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Post #: 45
RE: Command AI [Beta] - 6/28/2018 9:52:19 PM   
serjames

 

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Hi angster,

Impressive as ever.

I noticed some maximum range missile engagements which makes POH low - perhaps dynamically change Weapon WRA's dependant on Pilot Skill? So ACE pilots will be smarter and not give you that chance to simply outrun the weapons.

Some oddities I noticed:

-AI driven F-35 on an "a1_rec_miss_1" mission dumped it's AAW missile load, when it encountered enemy Aircraft, but then didn't winchester for some reason - was shot down as it flew (radar on) towards known enemy AAW Patrol about 10 mins later

-Saw this again with a "a1_saaw_miss_1" mission. Checking the Doctrine, "weapons state pre planned" was set to shotgun. But "Weapon state RTB" was set to "NO, Aircraft do not RTB when weapon state is reached", which was a Suicide setting it seems

-Noticed Stealth Aircraft F-35B on "a1_saaw_miss_1" mission activating their radar which is probably not advised when they had good AEW coverage from the E3 Sentry already airborne

-Saw an F22 on "a1_rec_miss_3" mission activating radar on and off constantly? What causes that? Game engine? Not seen that before

Anyway still think this is a major step forward :-)

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Post #: 46
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