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Orange

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Posts posted by Orange

  1. 19 hours ago, Skeksis said:

    To increase your anticipation 😊, here’s a passage from the official site….

    Unpredictable and challenging AI

    All the above mentioned features are also utilized by your AI opponent. First of all, the AI will maneuver realistically, maintaining a protective screen around its flagship and sending light ships, such as Destroyers and Torpedo Boats, far ahead to engage nearby threats with torpedoes.

    Unlike in most games, the AI is able to make estimations of the optimal firing distance, and will not simply fire at anything visible regardless of range, wasting ammo prematurely. Instead, it is going to evaluate what is the most effective engage range and will start firing when it approaches close enough.

    Furthermore, the AI makes estimations on the damage potential between its ships and the player's. So it will try to keep every ship in its own “immunity zone” depending on the armor and firepower of the engaging ships. If the AI becomes overwhelmed by player numbers or sustains significant damage, it will try to evade until it regains superiority, or will withdraw from combat by retreating.

    The AI does not know everything, so if the player's ships are not visible, it will try to estimate their position in a logical manner. When visibility is limited or there is harsh weather, all AI estimations and tactical choices are adjusted accordingly. For example, during night the AI will attempt to engage closer to the player, exploiting any advantage it has in guns and torpedoes, while in clear weather it will keep a safer distance, against a player fleet with superior firepower.

    The AI also does not see the player's torpedoes until they are detected by spotting or sensors. When torpedoes are sighted, the AI will try to evade them intelligently, as a human player would. 

    The dynamic AI behaviour is going to be enriched with AI personalities, that make the AI more defensive or aggressive depending on nation fleet.

    We believe that the AI in Ultimate Admiral: Dreadnoughts should have a realistic behaviour, so that player is not only challenged but also immersed from the combat interaction.

     

    Just a few Dev’s AI goals. 

    18 hours ago, Skeksis said:

    @Orange aren’t you looking forwards to the campaign, you’re sad for the campaign? Or are you sad for the AI development?

    Reading the development goals for the AI just makes me fear that the team has to drop some of those to finish the game in a reasonable time. It seems right now the ai does mostly the opposite of what it should. To give credit to the devs, many things like topedo awareness are fixed in our current build and I can see the AI actually reaching a state close to that described earlier. This will however take time and effort, and combined with the work on campaign mode it is possible that the ship designer will not get the attention it needs.

    That does not mean that I am not exited for the campaign, improvements to the AI or anything to make UAD feel more fleshed out. But currently the one thing that makes me pick up the game every now and then is the designer, even though the gameplay after the ship design process is still lacking.

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