AI Memory when it comes to subs diving

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Lothos
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Joined: Tue May 23, 2006 8:22 pm

AI Memory when it comes to subs diving

Post by Lothos »

When a sub dives a human players first instinct is to move a ship into the hex where the sub was to see if they spot it again.

When a sub dives vs the AI the AI then treats it as if nothing is there and moves all the ships away to other missions.
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Hubert Cater
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Re: AI Memory when it comes to subs diving

Post by Hubert Cater »

Good catch/observation, but unfortunately the AI code is not likely to change here anytime soon.
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Elessar2
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Joined: Wed Nov 30, 2016 12:35 am

Re: AI Memory when it comes to subs diving

Post by Elessar2 »

I'm experimenting with setting all diving %'s to zero and cranking sub retreat %'s up to c. 40% and max retreat range to say 13 hexes, thus replacing the diving mechanic with regular retreats. This way they can get away, making things more historical (as I said last year I believe, the entire RN didn't get endless shots at the poor thing in a long conga line of misery; the first enemy unit would make it dive, likely do some damage, eventually lose contact, the sub would slink away and repair and later surface out of range of any enemy units, rinse, repeat).

That this would also help the AI, on both ends, is another reason to do it.

[Note also as I've said I don't consider a single sub counter to be a single sub hull; they'll get sufficiently dinged up and in low supply and have to return to base, so no free rides here]
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