BBfanboy
Posts: 18046
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
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quote:
ORIGINAL: DHRedge quote:
ORIGINAL: BBfanboy Losses stated in the combat reports are just one indicator with an approximate value. The Intel Report can provide another indicator. Watching the combat animation carefully and making notes of the action is another indicator. Doing cursor rollover of enemy ACTFs and air bases gives another indicator of aircraft levels, to be compared with what they were before the battle. Loss of ships that carry aircraft can be inferred by looking at the aircraft losses and what the causes of the losses were. IOW, the game is designed to let you do you Intel analysis by gathering all the info you can and coming up with a "best approximation". It is one of the things that makes the game feel so real when you are playing. Sounds like a good system rewarding synthesis of many points of data that are all slightly off, that individually do not say anything, but when looked at as a whole, information can be gleaned from the entirety. It is unfortunate that the AI does not have a status script, the capability to determine TOE% or other unit or ship status or availability as a trigger input, without that other then doing what AI expects, AI is weak People use the term AI but the game does not have one - it cannot respond intelligently to situations it does not have a script for. It should be called the game engine if you are referring to the handling of movements and calculations for detection/combat, etc. , and scripts if you are referring to objectives of the Computer Player. The game engine itself is much too old to be modified to incorporate true AI logic. This has been thoroughly discussed in various threads about trying to get a "WITP-AE 2" game developed. It would have to be almost a "start from scratch" affair and could never be commercially profitable relative to development costs.
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No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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