AI Scripting
I had a general question about the AI. Is it possible to create multiple AI scripting behavior for specific factions?
For example, say Bretonia Navy fly in diamond formations upon contact and break into pairs for dogfights, but Rheinland Navy fly in wall formations and break into "every-man-for-himself" directions for dogfights, and so on. Different tactics for Navy, police, pirates, and so forth.
I was just wondering because I was thinking of the need for improving the AI, but wanted specific AI scripts FLMM compatible so that each group had their own distinctive strengths and weaknesses, which could be turned on or off as desired, and wouldn't behave the same way every time no matter what part of space I was in. Just a thought . . .
Edited by - Rone on 17-04-2003 18:33:22
For example, say Bretonia Navy fly in diamond formations upon contact and break into pairs for dogfights, but Rheinland Navy fly in wall formations and break into "every-man-for-himself" directions for dogfights, and so on. Different tactics for Navy, police, pirates, and so forth.
I was just wondering because I was thinking of the need for improving the AI, but wanted specific AI scripts FLMM compatible so that each group had their own distinctive strengths and weaknesses, which could be turned on or off as desired, and wouldn't behave the same way every time no matter what part of space I was in. Just a thought . . .
Edited by - Rone on 17-04-2003 18:33:22