Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 07-02-2013, 03:42 PM
JtD JtD is offline
Il-2 enthusiast & Moderator
 
Join Date: Oct 2007
Posts: 903
Default

Quote:
Originally Posted by Bearcat View Post
Do you think the option to program individual AI in each flight is a possibility in the future? That woyld make it even more interesting.. Flight/element leaders could be set at Aces & Vets with average and rooks spread throughout the ranks accordingly..
As pointed out elsewhere, it is like this already. Not only can each AI be given an individual skill level, they also have random sub-qualities added to their basic skill level.

I always tend to think that if people request things that are already there, they don't really miss whatever they are requesting.
Reply With Quote
  #2  
Old 07-02-2013, 04:41 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
Approved Member
 
Join Date: Dec 2007
Posts: 939
Default

Hehe! "BUZZ"


EDIT: Ahhh, I start to think, he is talking about QMB. Sorry, the quick missions are based on templates, which brings its restrictions and reduces the choises to a minimum. Thats the reason, why there is a FMB.
__________________

----------------------------------------------
For bugreports, help and support contact:
daidalos.team@googlemail.com

For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible

Last edited by EJGr.Ost_Caspar; 07-02-2013 at 04:50 PM.
Reply With Quote
  #3  
Old 07-02-2013, 10:13 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by JtD View Post
As pointed out elsewhere, it is like this already. Not only can each AI be given an individual skill level, they also have random sub-qualities added to their basic skill level.
This is incredibly cool. Thanks for doing this!

But, are there any plans to: a) tell us what those sub-qualities are (e.g., in campaigns), b) allow mission builders to set those sub-qualities?
Reply With Quote
  #4  
Old 07-03-2013, 02:08 AM
Bearcat Bearcat is offline
Approved Member
 
Join Date: Oct 2007
Location: Northern Va. by way of Da Bronx
Posts: 992
Default

Quote:
Originally Posted by JtD View Post
As pointed out elsewhere, it is like this already. Not only can each AI be given an individual skill level, they also have random sub-qualities added to their basic skill level.

I always tend to think that if people request things that are already there, they don't really miss whatever they are requesting.
This can be done in the QMB? If so please enlighten me..

I know it can be done in the FMB but I am talking about the QMB. Just a simple Rook,Average,Vet,Ace setting in the QMB with the more detailed settings left to the FMB. If this is already possible then by all means please enlighten me.. I stated in the other thread that you are referencing that I was referring to the QMB..

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Hehe! "BUZZ"
EDIT: Ahhh, I start to think, he is talking about QMB. Sorry, the quick missions are based on templates, which brings its restrictions and reduces the choises to a minimum. Thats the reason, why there is a FMB.
Precisely what I am referring to... ! Thanks... Too bad.. are you sure it is not doable for individual AC in a flight.. we can set the flight AI.. maybe this can be extended to the individual plane in a flight level.. If not so be it.... but between you guys and the modders some amazing things have happened in this sim over the past 5 years.. things we only dreamed about in 2005.. so perhaps....

Last edited by Bearcat; 07-03-2013 at 02:17 AM.
Reply With Quote
  #5  
Old 07-03-2013, 01:49 PM
Bearcat Bearcat is offline
Approved Member
 
Join Date: Oct 2007
Location: Northern Va. by way of Da Bronx
Posts: 992
Default

Another great feature that is AI related that I have noticed.. If you have say 4 flights.. as each flight gets wiped out they disappear from the command line when you TAB so you can get a good picture of what you have left if you loose track with all the screaming.. ('M takin hits!! YAAAHHHHHH!!)
Reply With Quote
  #6  
Old 07-03-2013, 06:20 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
Approved Member
 
Join Date: Dec 2007
Posts: 939
Default

Its a bit more realistic though, to call for someone and don't get an answer.
__________________

----------------------------------------------
For bugreports, help and support contact:
daidalos.team@googlemail.com

For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible
Reply With Quote
  #7  
Old 07-03-2013, 07:42 PM
Treetop64's Avatar
Treetop64 Treetop64 is offline
What the heck...?
 
Join Date: Oct 2010
Location: Redwood City, California
Posts: 513
Default

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Its a bit more realistic though, to call for someone and don't get an answer.
Agree. One of the stupidest things in game design is that, often, not enough uncertainty is given to the player.
Reply With Quote
  #8  
Old 07-04-2013, 02:19 AM
Bearcat Bearcat is offline
Approved Member
 
Join Date: Oct 2007
Location: Northern Va. by way of Da Bronx
Posts: 992
Default

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Its a bit more realistic though, to call for someone and don't get an answer.
Absolutely..
Reply With Quote
  #9  
Old 07-04-2013, 06:54 AM
wheelsup_cavu's Avatar
wheelsup_cavu wheelsup_cavu is offline
Approved Member
 
Join Date: Jan 2009
Location: Riverside County, California
Posts: 309
Default

Quote:
Originally Posted by ejgr.ost_caspar View Post
hehe! "buzz"


edit: Ahhh, i start to think, he is talking about qmb. Sorry, the quick missions are based on templates, which brings its restrictions and reduces the choises to a minimum. Thats the reason, why there is a fmb.
Quote:
Originally Posted by bearcat View Post
precisely what i am referring to... ! Thanks... Too bad.. Are you sure it is not doable for individual ac in a flight.. We can set the flight ai.. Maybe this can be extended to the individual plane in a flight level.. If not so be it.... But between you guys and the modders some amazing things have happened in this sim over the past 5 years.. Things we only dreamed about in 2005.. So perhaps....
It could definitely be done with the QMB since the skill level is just another line in the .mis file. It would require adding another dialogue box in the QMB Gui that worked with each individual plane, just like skins for the plane and pilot work now.

[ja0101]
Planes 3
OnlyAI 1
Skill0 2 <-------- Plane 1 Skill Level (Veteran - 2)
Skill1 1 <-------- Plane 2 Skill Level (Average - 1)
Skill2 3 <-------- Plane 3 Skill Level (Ace - 3)
Skill3 0 <-------- Plane 4 Skill Level (Rookie - 0)

If we did get this feature another thing I would like to see done with it is to incorporate a Random feature for you to pick too. In the Gui you would see this for a dropdown list.

Rookie
Average
Veteran
Ace
Random
The Random feature could be a straight 25% for each of the 4 options (Ace, Veteran, Average, & Rookie) or it could be truly random depending on the programming difficulty.


I understand what needs to be done but I definitely don't have the technical ability to accomplish it.


Wheels

Edit:
I rearranged the skill level order in the above part of the post to match how the list order is currently presented on the main QMB Page.
If an individual skill level for each pilot was to be implemented the individual skill level would need to be set up in the "Advanced Setup" section of the QMB.

The was the original list for this post but it doesn't match what currently exists in the QMB which could create confusion for the player.
Ace
Veteran
Average
Rookie
Random*
(The Random option is my "Wish" addition for the list since it is not available at this time.)

Last edited by wheelsup_cavu; 07-04-2013 at 04:20 PM.
Reply With Quote
  #10  
Old 07-04-2013, 03:33 PM
Bearcat Bearcat is offline
Approved Member
 
Join Date: Oct 2007
Location: Northern Va. by way of Da Bronx
Posts: 992
Default

I have come to the point where I just don't think there is much that these guys can't do at this point and looking at what you posted and at the .mis file for one of my 4 vs 4 QMs..

Quote:
[states]
head (altitude=3000,cldheight=2000,defence=0,map=Crimea ,noneTARGET=0,our=true,pos=0,scramble=false,situat ion=0,target=0,timeH=15,timeM=0,weather=0)
wing0 (fuel=25,noseart=[4,,,,],numberOn=[4,false,false,false,false],pilot=[4,99thBCflightsuit.bmp,Ashby_Tuskegee.bmp,Collins_ Tuskegee.bmp,Ashby_Tuskegee.bmp],plane=P-51B-NA,planes=4,regiment=r01,skill=3,skin=[4,"Virginia B.bmp",ApacheII.bmp,AliceJo.bmp,InatheMaconBelle.b mp],weapon=default)
wing1 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,Bowman_Tuskegee.bmp,Collins_Tuskegee.bmp,Davis_T uskegee.bmp,Roberts_Tuskegee.bmp],plane=A-20G,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing2 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,Archer_Tuskegee.bmp,Pruitt_Tuskegee.bmp,Williams _Tuskegee.bmp,Smith_Tuskegee.bmp],plane=A-20G,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing3 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,Davis_Tuskegee.bmp,Hall_Tuskegee.bmp,Smith_Tuske gee.bmp,Robinson_Tuskegee.bmp],plane=A-20G,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing4 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing5 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing6 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing7 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing8 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=Bf-109G-6,planes=4,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing9 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20G,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing10 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20G,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing11 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20G,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing12 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing13 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing14 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing15 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
I bet they could find a way to do that in the QMB.. It would be nice too because you would still have the expanded AI capabilities in the FMB that Caspar mentioned. By the way Caspar .. I looked in the FMB to see what these expanded AI characteristics were and could not find them there.. All I saw was the usual Rook,Average,Vet,Ace .. am I missing something?
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:54 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.