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almost humanlike AI behaviour by deleting just one single fi

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 28, 2005 12:51 pm

almost humanlike AI behaviour by deleting just one single fi

Why is it that by removing the "pilots_population.ini" from the "\data\missions\" subdirectory, the AI is so much more capable, almost human-like?

Discovered by accident, I found it quite a refreshing challenge flying missions against the GMG in Omicron Beta. Can someone please help in creating an AI script that comes as close to the above mentioned flying skill as possible? I tried the AI improvements from Argh's XML Toolkit 1.2, but they didn't even get close to what I have experienced with the missing file.

Edited by - Preacher0815 on 12/28/2005 12:52:02 PM

Post Wed Dec 28, 2005 7:50 pm

Well they dont act "homan like" but more like an angry mob because it contains what they atack how they turn... Without it they do wird stuff. Im going to try that anyway. I never tried it because I thout they will crash FL.

Post Wed Dec 28, 2005 9:21 pm

Removing Pilots_Population will not be stable... it'll basically cause a whole cascade of errors, because ships will be looking for pilot files that no longer exist. I'd be really, really surprised if the game plays OK without it.

You can make the AI as hard as you want, btw, by just tweaking the variables upwards in the AIs I put into Toolkit. They are at the levels they're at because of feedback from playtesters, not because I couldn't make it any harder, trust me

Post Wed Dec 28, 2005 11:31 pm

It didn't crash the server. In fact, it was running for almost 19 hours before I got feedback from players about the unusual strong AI, and the request to undo this. It was then I realized I messed up with one file

Post Wed Dec 28, 2005 11:55 pm

So... you removed this from server-side in MP, but the mod that players were running had a different AI setup? That's very interesting. I'll have to test this in SP and see whether it's still stable that way... many things that you can get away with in MP don't work in SP, because the SP client is a lot more persnickety about certain things. And, I should note... my AIs are a lot more dangerous in MP than in SP... for whatever reasons, FL nerfs the AI somewhat in SP play, even OpenSP. Dunno why, but it handles them differently, that I am certain of.

At any rate, as I said before... the current "levels" of AI difficulty in the Toolkit are the result of direct feedback from my playtesters... if you want uber-hard AI, it's not hard to accomplish- simply making them shoot with a 0-degree error-rate and giving them 100% turning torque can very easily make them far more dangerous, let alone setting their missile_blocks up so that they use missiles super-agressively. But, to be perfectly honest, most players simply don't like things being that hard. Remember, as game designers, the objective is "fun challenge", not "frustrating challenge". Many people who've figured out ways to make things harder in FL lose sight of that very quickly- I have set up Toolkit so that you only meet uber-dangerous AIs at the very high end of play, so that people actually enjoy themselves

Post Thu Dec 29, 2005 12:24 am

What I want to do is to offer the new stuff only to those players who want it. If you're just a normal Freelancer wishing to do only vanilla FL stuff, then you can just go ahead and do so. You won't notice a thing. This has been my top priority all the time, along with "serverside only". The thing with the AI that happened yesterday was an accident and not done on purpose. It however got me thinking a bit...

If however you are a pilot the vanilla FL hasn't much to offer to anymore, then you are welcomed to search below and above places. Literally I've got the whole z axis all for myself.

Post Thu Jan 05, 2006 5:08 am

Well,one note....
After removing pilots_population AI stop using missiles(it matters for those who has equiped AI with missiles)
Eventually I came to a conclusion that it's better to edit AI behavior by yourself,for I just don,t know mod that makes them really extremely hard(almost humanlike)...but giving them good weapons and equipment....results in good result.

Post Fri Jan 06, 2006 11:54 am

hm - well on AI balance i'm liking the way the toolkit's simplified pilot pop is running with my modded weapons/ships stats - whats really nice is i can go in and change these things as i go with only three or four entries - mainly creating very accurate fire and trying to ramp the play difficulty by narrowing muzzle cones and creating extreme weapon ranges for guns.the only problem with this is that fighter waves are huge considering the accuracy and intensity of their barrages, making getting the right shield type a little too important

Post Sat Jan 07, 2006 10:24 am

...Anyone knows anything about some good,complete and really great tutorial on pilots_population..?
If yes,give a thread,please,or just tell me where to look for it.

Post Mon Jan 09, 2006 5:34 pm

The closest thing to a "tutorial" on this subject, is, unfortunately, my Toolkit Mod series. Download 1.2... it has really well-commented files that are very easy to understand. Just play around with things a bit, and you can make the AIs do all sorts of interesting things.

Post Tue Jan 10, 2006 5:57 pm

Thanks a lot.

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