Jump to content
Game-Labs Forum

>>>Core Patch 0.5 Feedback Hotfix v90<<<


Recommended Posts

  • Replies 613
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Greetings Admirals, The next major patch for Ultimate Admiral: Dreadnoughts has just become available! This large update is the precursor of the first campaign version of the game. We decided to rel

Hello all, We understand your anticipation for the campaign and it is welcome. The last patch which you all play has revealed very few remaining issues that we already sort out to fix in the

Hello all, Tomorrow a new hotfix patch will become available. It will include the following: *Hotfix v90* (30/9/2021) - Refactoring of the Auto-Design code, addressing various issues that coul

Posted Images

16 hours ago, DougToss said:

Large displacements mask the problems with the weight, distribution, efficiency and effectiveness of machinery, protection, firepower and fire control.

so you are against designs that were though of but not put into reality in the name of "realism" in a sandbox "build your own ship" game?

Link to post
Share on other sites
1 hour ago, SiWi said:

so you are against designs that were though of but not put into reality in the name of "realism" in a sandbox "build your own ship" game?

He is against designs that could exist on paper but were physicly impossible in reality you genius.

But thats not even his main point, he is against focusing on paper super battleships were core mechanics clearly don't represent reality properly which is especially visible on more historical designs that don't work as intended. 

Edited by Microscop
  • Like 2
  • Thanks 1
Link to post
Share on other sites
6 hours ago, Cptbarney said:

*waits for the campaign*

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. 

Edited by Skeksis
  • Sad 1
Link to post
Share on other sites
2 hours ago, SiWi said:

so you are against designs that were though of but not put into reality in the name of "realism" in a sandbox "build your own ship" game? 🤪

 

53 minutes ago, Microscop said:

He is against designs that could exist on paper but were physicly impossible in reality you genius.

But thats not even his main point, he is against focusing on paper super battleships were core mechanics clearly don't represent reality properly which is especially visible on more historical designs that don't work as intended. 

Thank you.

Link to post
Share on other sites
1 hour 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. 

Good luck to them, AI tends to be one if not the hardest things to get right and do well in. atm it seems the AI knows where the player is and tends to ironically engage as soon as it sees the enemy (or rather as long as its in sight). The rest well that will come later.

Obviously its still somewhat early days, but the AI is still fairly basic and gets quite a bit wrong regardless, it does well with 1-2 ship types in formation, but struggles afterwards to stop ships from slamming into each other.

Obviously these are long term goals, but still good luck to them regardless.

  • Like 1
Link to post
Share on other sites
1 hour ago, Cptbarney said:

Good luck to them, AI tends to be one if not the hardest things to get right and do well in. atm it seems the AI knows where the player is and tends to ironically engage as soon as it sees the enemy (or rather as long as its in sight). The rest well that will come later.

Obviously its still somewhat early days, but the AI is still fairly basic and gets quite a bit wrong regardless, it does well with 1-2 ship types in formation, but struggles afterwards to stop ships from slamming into each other.

Obviously these are long term goals, but still good luck to them regardless.

Games can still be fun even if the A.I is not the best (remembers Battle station Pacific days). As long as the A.I gives a good challenge while being fair and not repetitive (cough cough constantly fighting weird Super Battleships). While we still have a long way to go I still have hope for an DECENT A.I. Now get out of my sight before I vertically integrate your pet.

 

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...