Post reply

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Kaiser
« on: Today at 11:07:46 AM »

God, I want to play with all these new mechanics, especially multi-system races.  ::)

The forum is being quite for a while, I think we are all waiting for it, it wouldn't make sense to start a new game now, maybe Steve can give us an hint about the release? Last time he had said around August  :D
Posted by: Prapor
« on: Today at 07:22:38 AM »

God, I want to play with all these new mechanics, especially multi-system races.  ::)
Posted by: Steve Walmsley
« on: August 17, 2025, 05:00:59 AM »

I'm enjoying your campaign, Steve.  I have a question, though.  In the strategic maps you posted, there are four systems with no jump links to any other systems.  What are those systems?

Those are systems that I learned about via interrogation of prisoners, but haven't found yet.
Posted by: Kurt
« on: August 16, 2025, 11:47:00 AM »

I'm enjoying your campaign, Steve.  I have a question, though.  In the strategic maps you posted, there are four systems with no jump links to any other systems.  What are those systems?
Posted by: Garfunkel
« on: August 12, 2025, 07:52:13 PM »

That's a lot of action and good to see the new features working!
Posted by: jahwillprovide
« on: August 10, 2025, 04:57:07 PM »

Im looking through your crafts, what is the MK I Heavy Bolter you have on the Aquila-class Lander? I dont think its a railgun because Im not seeing the 1x4 etc. Plasma Carronade or something?

Edit: I figured it out, 1 shot rail lines up with that power
Posted by: Garfunkel
« on: July 17, 2025, 07:43:47 PM »

What an exciting start! You definitely got lucky with all those JP ambushes, as you mentioned, things probably would have gone differently in an open space engagement. Eager to see NPR carriers!
Posted by: Ghostly
« on: July 15, 2025, 02:15:41 PM »

I think I have figured out a solution (in my head), so when I get time I will code it. We just moved into a new house today so chaos will reign for a few days.

Congratulations on your new home!

Now, I'd hate to derail the comments thread (and suggest things that could potentially delay the update) even further, but it's difficult to keep silent when tactical AI is being discussed. NPRs learning how to scout JPs and properly assault them with squadron jumps would be incredible, yes, but would it work without granting the AI object permanence?

I don't know if it can memorize lost contacts on the strategic level (i.e. if it keeps a list of enemy ships seen in each system recently), but it definitely doesn't remember any lost contacts on the tactical level and is therefore very vulnerable to ambushes of all kinds, and will routinely split its forces to chase contacts whose smaller escorts it recently saw/got attacked by. but then forgot about, or jump into blockaded systems where its ships were already assaulted upon entry, sometimes doing so dozens of times. Not to mention the old peeking problem that was already mentioned here would return if the AI doesn't remember what it sees.

I might be asking for too much here, implementing lost contact awareness does seem like a substantial task, but for combat AI, I'd say this would be the biggest improvement that I could possibly think of.

As for how this would actually look like, I'd suggest the AI should behave like every enemy ship it sees in a system is still there until contact is re-established or a sufficient amount of time (days? weeks? something on the order of double or triple the time it would take for known enemy contacts to approach any NPR colony or fleet, or leave the system, whichever would take longer) elapses. So if it detects 20 hostile ships entering its system, it should consolidate its forces and only create detachments that it deems capable of engaging those 20 ships, and keep its colonies protected while putting in every effort to re-establish contact using its scout ships and possibly scout fighters.

Re-acquiring any contact that was previously seen in a large group of contacts (a fleet) should make it react as if the whole fleet was there until the opposite is proven. If it observes those contacts leave the system via a JP, it should blockade that jump point (as it currently always does), but also consider giving chase right away if it judges its own forces to be superior. There's never a valid reason for a hungry swarm to abandon its pursuit of a slow, tasty survey ship just because it managed to transit a JP while minutes away from getting devoured.

Since I mentioned scout fighters, we've yet to see NPR carriers in your AARs so I don't know if what I'm suggesting here is plausible, but I can say from my own experience that long-range scout fighters are a very powerful detection tool and if the AI could use them to locate enemy forces and maintain contact, it would grant it enough battlefield intelligence to engage the player on far more even terms.
Posted by: Steve Walmsley
« on: July 15, 2025, 10:42:20 AM »

Yes, but I am quite sure we had this conversation other times before and after these

https://aurora2.pentarch.org/index.php?topic=8495.msg113856#msg113856

https://aurora2.pentarch.org/index.php?topic=12523.msg157641#msg157641

So I don't really recall why the current solution was applied

The change in the second post was made because NPRs had a habit of jumping through stable JPs and immediately jumping back through, which made it impossible to actually shoot at them. Notably, players cannot do the same - NPRs are able to shoot at a player ship in the same increment after a JP transit.

For my $0.02, if NPRs cannot learn how to scout the JP before transit (which is understandably quite difficult, even for players it often requires odd tricks or breaking roleplay), if a JP is assumed to be hostile they should make a squadron jump, since it isn't as if a squadron jump really costs anything. The trouble, as Steve has noted, is that splitting up NPR fleets for a set of squadron jumps confuses the tactical AI. If Steve can solve that, NPRs will become far more capable at jump points (that, and maintaining a defensive stance over a long period of time when necessary, also not an easy task even for players).

I think I have figured out a solution (in my head), so when I get time I will code it. We just moved into a new house today so chaos will reign for a few days.
Posted by: nuclearslurpee
« on: July 15, 2025, 10:25:27 AM »

Yes, but I am quite sure we had this conversation other times before and after these

https://aurora2.pentarch.org/index.php?topic=8495.msg113856#msg113856

https://aurora2.pentarch.org/index.php?topic=12523.msg157641#msg157641

So I don't really recall why the current solution was applied

The change in the second post was made because NPRs had a habit of jumping through stable JPs and immediately jumping back through, which made it impossible to actually shoot at them. Notably, players cannot do the same - NPRs are able to shoot at a player ship in the same increment after a JP transit.

For my $0.02, if NPRs cannot learn how to scout the JP before transit (which is understandably quite difficult, even for players it often requires odd tricks or breaking roleplay), if a JP is assumed to be hostile they should make a squadron jump, since it isn't as if a squadron jump really costs anything. The trouble, as Steve has noted, is that splitting up NPR fleets for a set of squadron jumps confuses the tactical AI. If Steve can solve that, NPRs will become far more capable at jump points (that, and maintaining a defensive stance over a long period of time when necessary, also not an easy task even for players).
Posted by: Froggiest1982
« on: July 14, 2025, 08:10:57 PM »

I was reading and waiting to see where this was going. I can see only a couple of solutions that would not end up in a Risk stalemate where you just piling up armies on the other side of a jump point:

  • Going back to the old advantage where NPR have no jump shock to deal with, effectively "cheating", or by giving them a reduced jump shock, so that you are still getting the advantage but for limited amount of time compared to the current and player
  • AI would send a scout in advance prior jumping and if an enemy fleet is on the other side would decide if the mission they are carrying over justifies the risk and pretty much still ending up wiped out eventually

The problem with 1 is that we are trying to get away from cheating AIs in favor of a more "smart" one. The problem with 2 is that we could go back to the old peeking problem with scouts jumping in and out systems every cycle.

We could have a random zero-time jump shock, valid also for the player.

Yes, but I am quite sure we had this conversation other times before and after these

https://aurora2.pentarch.org/index.php?topic=8495.msg113856#msg113856

https://aurora2.pentarch.org/index.php?topic=12523.msg157641#msg157641

So I don't really recall why the current solution was applied

 ;D ;D ;D

EDIT: As you will see NPR already worked on a reduced Jump Shock basis.
Posted by: paolot
« on: July 14, 2025, 06:02:44 PM »

I was reading and waiting to see where this was going. I can see only a couple of solutions that would not end up in a Risk stalemate where you just piling up armies on the other side of a jump point:

  • Going back to the old advantage where NPR have no jump shock to deal with, effectively "cheating", or by giving them a reduced jump shock, so that you are still getting the advantage but for limited amount of time compared to the current and player
  • AI would send a scout in advance prior jumping and if an enemy fleet is on the other side would decide if the mission they are carrying over justifies the risk and pretty much still ending up wiped out eventually

The problem with 1 is that we are trying to get away from cheating AIs in favor of a more "smart" one. The problem with 2 is that we could go back to the old peeking problem with scouts jumping in and out systems every cycle.

We could have a random zero-time jump shock, valid also for the player.
Posted by: Froggiest1982
« on: July 14, 2025, 04:45:25 PM »

I was reading and waiting to see where this was going. I can see only a couple of solutions that would not end up in a Risk stalemate where you just piling up armies on the other side of a jump point:

  • Going back to the old advantage where NPR have no jump shock to deal with, effectively "cheating", or by giving them a reduced jump shock, so that you are still getting the advantage but for limited amount of time compared to the current and player
  • AI would send a scout in advance prior jumping and if an enemy fleet is on the other side would decide if the mission they are carrying over justifies the risk and pretty much still ending up wiped out eventually

The problem with 1 is that we are trying to get away from cheating AIs in favor of a more "smart" one. The problem with 2 is that we could go back to the old peeking problem with scouts jumping in and out systems every cycle.

Posted by: Steve Walmsley
« on: July 14, 2025, 08:13:12 AM »

  • Aurora is very complex so the AI is never going to be competitive with an experienced human player. The AI struggles in many AAA titles with large dev teams and much simpler mechanics - plus I suspect the average Aurora player is smarter than the average gamer, which makes the AI gap wider. All I can really do is keep adding new considerations for the AI and tweaking the code as problems present themselves.

FWIW, I think the AI in Aurora is possibly more competent than the AI in the average Triple-AAA game coming out. Not least since it does, after all, continually improve.  :)

In any case, I think regardless of AI tactical ability, the Vorchan were sunk anyways due to inferior technology and doctrine (or perhaps more accurately lack of superior technology, coupled with a poor doctrine for the situation). But you do like to see when the AI can at least mount a credible JP assault instead of getting walloped by 1/3 their tonnage in defenders. Myself, I'm still searching for that sweet spot, bumping up difficulty can work but can also leave the player in some settings facing faster, longer-ranged opposition perhaps a tad bit sooner than desired.  :P

I agree that JP assaults definitely need improvement. I've been giving it some thought and I will make a few changes. Although we just arrived back on the island and moving into our new house tomorrow, so will be a few days before I get chance.
Posted by: Xkill
« on: July 14, 2025, 02:21:21 AM »

General AI shortcomings is why I try to make their digital lives as easy as possible. No kiting, no crazy cheesy designs, refrain from using squadron jumps, etc. Always use stuff that they can understand, like FACs instead of fighters. For me, superior speed is functionally maneuver. All I need it to do is reduce enemy accuracy and increase mine. Either I go to minimum weapons range of the enemy or I retreat. The AI is a lot more formidable under these circumstances.