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21
Aurora Suggestions / Re: Adding Colonists to PDC's
« Last post by Resident Evil on March 19, 2019, 10:08:13 AM »
While a good idea, I believe PDCs are being removed completely from Aurora C#.

Oh.....
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Aurora Suggestions / Re: Adding Colonists to PDC's
« Last post by Gyrfalcon on March 19, 2019, 08:47:01 AM »
While a good idea, I believe PDCs are being removed completely from Aurora C#.
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C# Aurora / Re: Update on Progress
« Last post by TCD on March 19, 2019, 08:37:39 AM »
A thought:  Are you thinking of putting in an "inertia" term into the AI decision making, that cause it to prefer to continue with whatever course of action it's currently engaged in?  So if it's in "run away" mode and the situation changes to be more in the AI's favor (say it gets a lucky hit and kills an attacker) it will need a bigger advantage to break out of "run away" mode than if it were in say "attack" mode.

It occurs to be that there's probably a failure mode in AI where the decision weights are roughly equal and the AI keeps reversing itself in a short period of time, that this might make the AI more susceptible to manipulation/exploit by the player, and that an inertia term might fix that.  In addition, I suspect it represents actual human psychology: it's (probably) more difficult to rally routed troops than to keep them from routing in the first place.

John
Presumably the downside of that is in the reverse situation where the AI is attacking, suffers a setback and instead of sensibly withdrawing continues on to pointlessly die? Admittedly you may say that is human psychology as well and certainly has some historical precedents. Bu an AI which is better able to make a "tactical withdrawal" is a better AI in my view.
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C# Aurora / Re: Update on Progress
« Last post by sloanjh on March 19, 2019, 07:59:15 AM »
A thought:  Are you thinking of putting in an "inertia" term into the AI decision making, that cause it to prefer to continue with whatever course of action it's currently engaged in?  So if it's in "run away" mode and the situation changes to be more in the AI's favor (say it gets a lucky hit and kills an attacker) it will need a bigger advantage to break out of "run away" mode than if it were in say "attack" mode.

It occurs to be that there's probably a failure mode in AI where the decision weights are roughly equal and the AI keeps reversing itself in a short period of time, that this might make the AI more susceptible to manipulation/exploit by the player, and that an inertia term might fix that.  In addition, I suspect it represents actual human psychology: it's (probably) more difficult to rally routed troops than to keep them from routing in the first place.

John
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Aurora Suggestions / Re: Adding Colonists to PDC's
« Last post by MarcAFK on March 19, 2019, 01:46:35 AM »
I've suggested this before. underground infrastructure should double as protective shelter for the population to survive bombardment or dust/radiation.
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Aurora Suggestions / Re: Adding Colonists to PDC's
« Last post by QuakeIV on March 19, 2019, 12:07:55 AM »
In general this sounds like a really cool idea to me.  I'd personally suggest holding off until after the initial C# release but cryo bunkers that are very resistant to bombardment sounds really fun.  Especially if you wind up having people hiding in there for years or longer.  Ancient bombed out ruins with people hiding beneath.
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Aurora Suggestions / Adding Colonists to PDC's
« Last post by Resident Evil on March 18, 2019, 09:59:11 PM »
Hi.

I was thinking about this earlier, that if your planet was under assault from space, it would be nice to be able to build shelters that people could take refuge in. The obvious way to do this would be building armored PDC's with lots of colonist cryogenic bays in it - for trying to keep some of your population alive.

As I understand it, it's impossible to do this atm, because you can't give any orders to PDC's. If I'm wrong in this, please correct me. But from a RP perspective, I think it would make sense to be able to build shelters for some people to take refuge in (obviously with a suitable ratio of 1 male to 10 females aka Dr Strangelove :) )

Cheers

ZG

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C# Aurora / Re: Update on Progress
« Last post by MarcAFK on March 18, 2019, 08:31:56 PM »
Sounds like a massive understatement :p
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on March 18, 2019, 06:24:43 PM »
Quick question/suggestion about firing decisions:
Currently in VB6, the AI will waste ammo like crazy.  In my first ever battle against an NPR, they spammed hundreds of AMM's at a single sensor buoy.  I can see using a little overkill to guarantee success, but this feels excessive.  Will C# AI be more intelligent in this regard?

Yes, the AI should be better at conserving ammo.
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C# Aurora / Re: Update on Progress
« Last post by Barkhorn on March 18, 2019, 03:20:13 PM »
Quick question/suggestion about firing decisions:
Currently in VB6, the AI will waste ammo like crazy.  In my first ever battle against an NPR, they spammed hundreds of AMM's at a single sensor buoy.  I can see using a little overkill to guarantee success, but this feels excessive.  Will C# AI be more intelligent in this regard?

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