March 28, 2024, 09:44:39

Author Topic: The AI and You  (Read 80096 times)

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #75 on: October 18, 2011, 23:30:12 »
what should i do then? everything else in the mission file looks fine.... heres the rest i currently have that could possibly be of interest.

Code: [Select]
RULES

RULE event sceneInit
:action
SetSceneRadius(100000);

SetRelation(#race_player, #race_raptor, 2);
SetRelation(#race_raptor, #race_player, 2);
SetRelation(#race_vardrag, #race_player, 3);
SetRelation(#race_player, #race_vardrag, 3);
SetRelation(#race_vardrag, #race_raptor, 3);
SetRelation(#race_raptor, #race_vardrag, 3);
SetRelation(#race_player, #race_gorg, 2);
SetRelation(#race_gorg, #race_player, 2);
SetRelation(#race_vardrag, #race_gorg, 3);
SetRelation(#race_gorg, #race_vardrag, 3);
SetRelation(#race_raptor, #race_gorg, 2);
SetRelation(#race_gorg, #race_raptor, 2);

PShip.0 := GetSceneObj("Darkstar");
PShip.1 := GetSceneObj("Vanguard");
PShip.2 := GetSceneObj("Eringuard");
PShip.3 := GetSceneObj("Kings Arch");

EShip.0 := GetSceneObj("Highlander");
EShip.1 := GetSceneObj("Skirmisher");
EShip.2 := GetSceneObj("Stingray");
EShip.3 := GetSceneObj("Hellstorm");
EShip.4 := GetSceneObj("Ball");
EShip.5 := GetSceneObj("Chain");
EShip.6 := GetSceneObj("Assassin");
EShip.7 := GetSceneObj("Rambler");
EShip.8 := GetSceneObj("Baron");

M.Ship.0 := GetSceneObj("Argentum");
M.Ship.1 := GetSceneObj("Predator");
M.Ship.2 := GetSceneObj("Warmonger");
M.Ship.3 := GetSceneObj("Exile");
M.Ship.4 := GetSceneObj("Decay");

M.Ship.5:=GetSceneObj("Paradise");
M.Ship.5:Damage:=55 ;
M.Ship.5:security:=0 ;
M.Ship.6:=GetSceneObj("Atlantis");
M.Ship.6:Damage:=20 ;
M.Ship.6:security:=0 ;

M.SOS:=GetSceneObj("SOS");
MakeFullyKnown(M.SOS);
FreezeReconState(M.SOS, 1);

Playmusic(21);

GetMachine("Director"):ChangeState(start, 0);
GetMachine("Objectives"):ChangeState(monitor, 0);
GetMachine("ATLANTIS_AI"):ChangeState(idle, 0);
GetMachine("MAIN_AI"):ChangeState(start, 0);
GetMachine("MUSIC_AI"):ChangeState(start, 0);
GetMachine("GORG_AI"):ChangeState(battle,0);

M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet,S.race=#race_Gorg);

//Hide the Gorgs away...

ExecList(M.GorgFleet,Disappear(S.this));
Dump(M.GorgFleet);
:end
END

MACHINE "Director"

STATE start

RULE event CO_HullLow
condition E.Ship:Race=#race_raptor
:action
Debug("Raptor Damaged");

E.ShipThreshhold:=4;

E.ShipCount:=GetFreeSel();
SelectShips(E.ShipCount, S.race=#race_raptor&S.this:Damage<50);
Dump(E.ShipCount);

IF(AllNumOf(E.ShipCount)<E.RaptorThreshold, LocalEvent(CallGorg));
:end
END

RULE event CallGorg
:action
JumpVector:=VNeg(R2Vec(M.Ship.0:Orientation));

M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet, S.race=#race_gorg);


ExecList(M.GorgFleet,
Debug("S.this");
SetLongRangeDir(S.this, JumpVector:-7892.72, 5615.88, -22831.7);
LongRangeArrive(S.this);
);
:end
END
END
END

#include "11_inner_ai.mach"
#include "11_default_obj.mach"
#include "11_default_ai.mach"
#include "11_music_ai.mach"
#include "11_gorg_ai.mach"
#include "11_atlantis_ai.mach"

END


ENTITIES

SHIP
Name "Eringuard"
Race #race_Player
Class #cls_Cruiser
Position -6338.39 7170.22 -20331.7
Orientation 0 0 0
Devices #weap_eShell3 #weap_eShell3 #weap_heLaser3 #weap_heLaser3 #weap_plasma3 #weap_plasma3 #weap_flak3 #weap_flak3 #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_mjumpDrive #eng_comDrive #supp_ecm2 #supp_eccm2 #supp_mSGen3 #supp_mSGen3 #supp_res4 #supp_res4 #supp_res4 #supp_longRange #supp_cWGen3 #weap_aFighter #weap_aFighter #weap_aFighter ;
END

SHIP
Name "Vanguard"
Race #race_Player
Class #cls_Cruiser
Position -7892.72 5615.88 -20331.7
Orientation 0 0 0
Devices #weap_eShell3 #weap_eShell3 #weap_heLaser3 #weap_heLaser3 #weap_plasma3 #weap_plasma3 #weap_flak3 #weap_flak3 #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_mjumpDrive #eng_comDrive #supp_ecm2 #supp_eccm2 #supp_mSGen3 #supp_mSGen3 #supp_res4 #supp_res4 #supp_res4 #supp_longRange #supp_cWGen3 #weap_aFighter #weap_aFighter #weap_aFighter ;
END

SHIP
Name "Kings Arch"
Race #race_Player
Class #cls_Battleship
Position -6338.39 5615.88 -19554.5
Orientation 0 0 0
Devices #weap_gh_heLaser #weap_gh_heLaser #weap_plasma3 #weap_plasma3 #weap_plasma3 #weap_plasma3 #weap_eTorp #weap_eTorp #weap_sigLaser #weap_flak3 #weap_flak3 #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_acomDrive #eng_mjumpDrive #supp_ecm2 #supp_eccm2 #supp_bSGen3 #supp_bSGen3 #supp_mSGen3 #supp_res4 #supp_res4 #supp_res4 #supp_res4 #supp_res4 #supp_res4 #supp_bWGen3 #weap_aFighter #weap_aFighter #weap_aFighter #weap_aFighter ;
END

SHIP
Name "Darkstar"
Race #race_Player
Class #cls_AngelwingM
Position -4784.05 5615.88 -20331.7
Orientation 0 0 0
Devices #weap_eShell3 #weap_eShell3 #weap_gh_heLaser #weap_gh_heLaser #weap_plasma3 #weap_plasma3 #weap_flak3 #weap_flak3 #weap_angels_mecha #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_ucomDrive #supp_ecm2 #supp_eccm2 #supp_mSGen3 #supp_sensor #supp_res4 #supp_res4 #supp_res4 #supp_longRange #supp_cWGen3 #weap_marine #weap_aFighter #weap_aFighter ;

NPC
Name "Austin Cunningham"

Face 012
Rank 7
Medals ;
CrewLevel 3
Skill 1 9
Skill 2 6
Skill 3 8
XP 0

NPC
Name "Aaron Neids"

Face 017
Rank 4
Skill 1 1
Skill 2 10
Skill 3 9
END

SHIP
Name "Ball"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -3603.25 5287.34 19509.6
Orientation -178.2 22.0841 -7.04962
END

SHIP
Name "Chain"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -3789.32 5280.72 19544
Orientation -177.718 23.0759 2.27053
END

SHIP
Name "Highlander"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -18226.1 11036.3 25970.8
Orientation -98.1635 -5.24808 -15.8153
END

SHIP
Name "Skirmisher"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -18094.5 11081.7 26147.3
Orientation -98.1635 -5.24808 -15.8153
END

SHIP
Name "Assassin"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position -1058.6 21567.8 24387.7
Orientation -114.473 -26.0238 -56.4949
END

SHIP
Name "Hellstorm"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position 12457.9 10486.4 15584
Orientation 119.146 -10.0708 -2.43697
END

SHIP
Name "Rambler"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position -1007.56 21740.1 24592.4
Orientation -114.014 -51.5109 -55.456
END

SHIP
Name "Stingray"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position 12469.3 10476 15331.1
Orientation 119.146 -10.0708 -2.43697
END

SHIP
Name "Baron"
TechCat 21 40
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Master
Position -24736.8 12269.3 13453.2
Orientation -39.2563 -13.9692 -6.39179
END

SHIP
Name "Decay"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Destroyer
Position -5919.95 4629.81 -49106.1
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_eShell #weap_g_flak #shld_g_s123/123 #eng_sPlasEng #eng_secPlasEng #eng_tacDrive #supp_ecm #supp_eccm #supp_sSGen #supp_sensor #supp_ipblocker #supp_res #supp_res #supp_res #supp_longRange #supp_tWGen ;
END

SHIP
Name "Exile"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Destroyer
Position -5855.1 7667.66 -49126.2
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_eShell #weap_g_flak #shld_g_s123/123 #eng_sPlasEng #eng_secPlasEng #eng_tacDrive #supp_ecm #supp_eccm #supp_sSGen #supp_sensor #supp_ipblocker #supp_res #supp_res #supp_res #supp_longRange #supp_tWGen ;
END

SHIP
Name "Predator"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Cruiser
Position -7406.48 6181.1 -49129.6
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_heLaser #weap_g_heLaser #weap_g_flak #weap_g_flak #shld_g_b123/123 #eng_bPlasEng #eng_secPlasEng #eng_comDrive #supp_ecm #supp_eccm #supp_mSGen #supp_sensor #supp_res #supp_res #supp_res #supp_longRange #supp_cWGen ;
END

SHIP
Name "Warmonger"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Cruiser
Position -4368.54 6116.42 -49102.8
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_heLaser #weap_g_heLaser #weap_g_flak #weap_g_flak #shld_g_b123/123 #eng_bPlasEng #eng_secPlasEng #eng_comDrive #supp_ecm #supp_eccm #supp_mSGen #supp_sensor #supp_res #supp_res #supp_res #supp_longRange #supp_cWGen ;
END

SHIP
Name "Argentum"
TechCat 31 30
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Battleship
Position -5894.13 6153.9 -48356.6
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_heLaser #weap_g_heLaser #weap_g_plasma #weap_g_plasma #weap_g_plasma #weap_g_plasma #weap_g_eTorp #weap_g_eTorp #weap_g_flak #weap_g_flak #shld_g_b123/123 #eng_bPlasEng #eng_secPlasEng #eng_comDrive #supp_ecm #supp_eccm #supp_bSGen #supp_sensor #supp_res #supp_res #supp_res #supp_res #supp_res #supp_res #supp_longRange #supp_bWGen ;
END

SHIP
Name "Paradise"
TechCat 61 50
TechPointsScanned 0
Race #race_Vardrag
Class #cls_var_CityShip
Position -2069.99 3914.59 21530.5
Orientation 179.866 3.32864 39.832
END

SHIP
Name "Atlantis"
TechCat 61 25
TechPointsScanned 0
Race #race_Vardrag
Class #cls_var_Multi
Position 12026.7 5357.2 61686.2
Orientation -115.552 -22.225 43.9163
END

SHIP
Name "SOS"
Class #Navigation_Point
Behaviour 5
Color 2 2 0
Position -5407.25 5181.96 10249.5
Orientation 0 0 0
END


Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline Mularac

  • Lieutenant
  • ***
  • Posts: 531
  • Karma: 11
    • View Profile
Re: The AI and You
« Reply #76 on: October 18, 2011, 23:52:44 »
Well, the first mistake I see is that you never ended the NPC block, it should be:

 NPC
         Name "Austin Cunningham"

         Face 012
         Rank 7
         Medals ;
         CrewLevel 3
         Skill 1 9
         Skill 2 6
         Skill 3 8
         XP 0
END

Also, you never ended the entities block, you should place an END at the bottom of the file.
This is going nowhere, can you put all the files together and upload them somewhere for us to test it?

Offline Mularac

  • Lieutenant
  • ***
  • Posts: 531
  • Karma: 11
    • View Profile
Re: The AI and You
« Reply #77 on: October 19, 2011, 23:30:00 »
Found your error, the 7_music_ai.mach file had an extra "END" at the bottom. Delete that and that problem should be fixed.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #78 on: October 20, 2011, 21:21:29 »
Ok sweet, thank you mularac.

ill let you know if i run into anything else

EDIT: now i just remembered about solving the problem with the gorgs not jumping in... Im totally new to using the console, so a guidline to how i should proceed with diagnosing the problem using it would be appreciated. Or if you have the spare time you can find it using your copy of the game's editor, i dont mind whichever you prefer.
« Last Edit: October 20, 2011, 21:43:29 by The_Small_Time_Modder »
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The Old Dragon

  • Ensign
  • ***
  • Posts: 362
  • Karma: 6
    • View Profile
    • http://
Re: The AI and You
« Reply #79 on: October 21, 2011, 00:17:44 »
Well, with a little bit of fiddling SMT, I've got your mission to at least start without crashing... now the raptors are running away from me. I know I'm scary ;) but I don't think this is what's intended.

I take it you have a detailed plan of how the mission plays out? Would you mind sending it to me via P.M. ?That way I can try and figure out who isn't playing ball... and do you have any other files that are relevant to this mission (for displaying the proper objectives, etc)?
Better to look the fool by asking, then prove them right with ignorance.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #80 on: October 21, 2011, 02:08:38 »
Hi old dragon! glad your back into the subject!

1. Sure, ill gladly PM that to you, ill get right on that.

2. if you downloaded all the files i put up last night then there arent any others as of yet.

3. Glad you're looking into a fellow fan's mission!  8)
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #81 on: October 21, 2011, 02:24:33 »
I also forgot to give both of you the file for the system the mission is in, now you both can succesfully test it without a hitch.  8)

on a side note you can comment on the detail of the system if you want to, im open to criticism on most of the work i do, if the criticism is from professionals.
« Last Edit: October 21, 2011, 19:16:09 by The_Small_Time_Modder »
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #82 on: October 22, 2011, 22:11:38 »
Old Dragon-

  I got a subject now opened up over possibly incorporating this mission into a campaign later on.... heres the link.

http://arparso.de/nexus/forum/index.php/topic,342.msg2364.html#new
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The Old Dragon

  • Ensign
  • ***
  • Posts: 362
  • Karma: 6
    • View Profile
    • http://
Re: The AI and You
« Reply #83 on: October 23, 2011, 00:23:18 »
Hi there SMT,

Aye, I had a quick read. Certainly plenty to work with.
With regards to mission 7...

As I mentioned in an earlier post, I've got it to launch without the initial crash. Rewritten the objectives machine, also added an objectives .ini file and moved a few of the smaller machines into the mission file. Main problem with having so many include files for each mission is that you'll have a hell of a lot of files where you'd only need a few.

Next task is going to be looking into the AI's, raptors run away when I get near to them.

As a general rule, I mainly use include files if a machine is going to be used by more than one mission or would make a mission file overly big.
Better to look the fool by asking, then prove them right with ignorance.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #84 on: October 23, 2011, 04:03:26 »
Great. Im glad your making progress with that.

take your time man, its not like im on a schedule, work on the campaign starts whenever i get to it....
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The Old Dragon

  • Ensign
  • ***
  • Posts: 362
  • Karma: 6
    • View Profile
    • http://
Re: The AI and You
« Reply #85 on: November 03, 2011, 00:30:33 »
Hi there SMT,

Sorry, not been able to add much more to the files you posted. Currently working on two or three other projects at the mo, but here's the latest that I have for now.
Better to look the fool by asking, then prove them right with ignorance.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #86 on: November 04, 2011, 00:28:30 »
Ive got good news and rather bad news....

 the good news is im able to check on here via my dad's laptop, thank GOD we have three computers.

the bad news is my desktop has gone on the fritz, so until our tech whiz neighbor figures out the problem and fixes it, i will be on the laptop.

anyway that is good to hear dragon. i got more news on my campaign topic in the mods board.
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #87 on: November 06, 2011, 22:52:29 »
Now i have MORE good news and bad news...

Good news is my computer is running again, it turned out to be a faulty fan.

the bad news is my sound refuses to work now.....  >:(
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline GeoModder

  • Chief Petty Officer
  • **
  • Posts: 279
  • Karma: 4
    • View Profile
    • http://
Re: The AI and You
« Reply #88 on: November 07, 2011, 18:36:12 »
the bad news is my sound refuses to work now.....  >:(

Headset won't work?

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #89 on: November 09, 2011, 21:58:10 »
Sorry i took so long to state this, the sound came back alive for me.... ^^'

anyways, i looked at your edited version of my seventh mission Old Dragon, it's looking mighty good. :o

my only questions are:
1: why did you put the DefLocation in the Atrox system?
2: Can i play this in the editor as is?
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The Old Dragon

  • Ensign
  • ***
  • Posts: 362
  • Karma: 6
    • View Profile
    • http://
Re: The AI and You
« Reply #90 on: November 09, 2011, 23:44:48 »
1) Oops, forgot to change it back  :P  When I first got your mission files, I had to create a new location for the mission as you hadn't uploaded your system file at that time... guess I over-looked the changing it back to your original bit.

2) Aside from the above, it should play as is without any crash errors, just the issue with the raptors running away. The file I uploaded is the 'mod' that I created to test & work your mission script.
Better to look the fool by asking, then prove them right with ignorance.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #91 on: November 12, 2011, 04:17:15 »
Alright, im about to test it out myself. As that saying goes 'two heads are better than one'...  ;)
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #92 on: November 12, 2011, 04:32:15 »
Ok.... before i even got to your changes i ran into some problems.

1) the raptors dont even budge now.

2) raptor 'trap' isnt sprung when player ships are close enough to Nav point.

on a side note:

3) already solved the location problem, just a little bit of the ''<--- BACKSPACE'' button was necessary, since you had the original location still written in the document.

4) carried the files over into an 8th mission (YOUR edit of the Atlantis mission) if you ever need an original of one of the files, just let me know and ill gladly let you download it.
« Last Edit: November 12, 2011, 04:35:37 by The_Small_Time_Modder »
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The Old Dragon

  • Ensign
  • ***
  • Posts: 362
  • Karma: 6
    • View Profile
    • http://
Re: The AI and You
« Reply #93 on: November 12, 2011, 13:38:20 »
Hi SMT,

Will soon have that sorted, currently working on the Raptor AI.

One thing I have noticed at this point is that the raptors aren't capable of taking down the Angelwings shields... maybe you'll want to look into balancing that later
Better to look the fool by asking, then prove them right with ignorance.

Offline The_Small_Time_Modder

  • Petty Officer
  • **
  • Posts: 126
  • Karma: 0
  • Watch out batman! here comes CHUCK NORRIS!
    • View Profile
Re: The AI and You
« Reply #94 on: November 26, 2011, 06:01:36 »
Old Dragon:

sorry i have not replied in a LONG time. but i finally have some things on my campaign updated.

heres the link again.

http://arparso.de/nexus/forum/index.php/topic,342.msg2412.html#new

on a side note: i cant believe this topic is nearing it's 100th reply... THIS IS CRAZY! :D
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.

Offline The Old Dragon

  • Ensign
  • ***
  • Posts: 362
  • Karma: 6
    • View Profile
    • http://
Re: The AI and You
« Reply #95 on: December 02, 2011, 01:06:52 »
Hi SMT,

Give this a whirl, both Raptor and Gorg AI's are done and appear to work well (or at least as intended). You might want to look into balancing things out a little though, the Raptors don't last too long and the Gorgs need more anti hull weapons to make them a threat.

Regards,

The Old Dragon

Better to look the fool by asking, then prove them right with ignorance.