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  #391  
Old September 29th, 2006, 07:15 PM

Phoenix-D Phoenix-D is offline
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Default Re: Design Flaw: Sucker missile ships

Well, it doesn't happen with the standard max range strategy, so it CAN be fixed.

EDIT: and yeah, that's a problem with any tactical AI. If you set it up like you said, you'd get the opposite problem- a ship armed with, say, Ripper Beams would stay at PDC range. Blag.

At least they don't friendly fire each other.
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  #392  
Old September 29th, 2006, 07:15 PM
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Default Max Range

Whatever software algorithm is used for "Max Range," it should work out to "as much as possible, stay as far away from danger as you can while still being able to attack the enemy." As a human being, it is not too hard to figure out what to do in every situation as it comes up. But it is hard to think of an algorithm that covers all reasonable cases. If you can figure out the algorithm used, you can usually find a horrible weakness. However, the current algorithm seems particularly bad and should be improved. It is too easily exploited.
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  #393  
Old September 29th, 2006, 07:21 PM
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Default Re: Design Flaw: Sucker missile ships

Quote:
Phoenix-D said:
Well, it doesn't happen with the standard max range strategy, so it CAN be fixed.
See my earlier post explaining why I changed the standard max range strategy. In brief, it is monumentally stupid, making long-range weapons worthless for anything but 1-on-1 fights.
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  #394  
Old September 29th, 2006, 07:36 PM
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Default Re: Design Flaw: Sucker missile ships

Quote:
Phoenix-D said:
If you set it up like you said, you'd get the opposite problem- a ship armed with, say, Ripper Beams would stay at PDC range. Blag.
But that's apples and oranges -- RBs are not a long-range weapon, so if your ship mainly had RBs you wouldn't set the strategy to MaxRange. However, if the ship was mainly intended to be a PDC ship and the RB was just to provide some last-ditch defense against close-in enemies, then you might choose MaxRange strategy, and then the behavior you describe would be exactly what you want.
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  #395  
Old September 29th, 2006, 07:41 PM
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Default Bugging out

Sorry to cut off the discussion, but I gotta go. No more responses until at least Monday.

Did I mention that SEV is very fun and addictive?
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  #396  
Old September 29th, 2006, 08:50 PM
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Default Re: Access Violations

I had been setting system affinity to 1 CPU only and having frequent access violations. I stopped doing that and have played about 25 turns without an access violation now. So try everything I guess is my point. I don't have any suggestions or other reports that haven't already been made. I'm sure things will be improved, but I'm liking SEV overall and looking forward to the journey!
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  #397  
Old September 30th, 2006, 12:32 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Access Violations

This might seem a small annoyance,but I can't put capital letters when naming ships,etc.
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  #398  
Old September 30th, 2006, 01:13 PM
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Wenin Wenin is offline
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Default Re: Access Violations

When you want to rename a ship design, it should give you the existing name to edit.
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  #399  
Old September 30th, 2006, 01:14 PM
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Default Re: Access Violations

I am able to use capital letters all the time AAshbery. Sounds like a system issue you're having.
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  #400  
Old September 30th, 2006, 01:33 PM

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Default Re: Access Violations

I too have no problem with using capitals naming either ships or units.
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