Post by Echo on Aug 20, 2020 20:20:54 GMT
This post is a WIP, it will take some time before it's finished.
Since there aren't any threads detailing how the AI military doctrines work, I decided to try to remedy that.
Here is an example to show how the entries are structured:
TEST means I have to test if they are valid or not, they just occurred to me as I was checking one by one all the stock AI doctrines.
LaunchDefensively: when the combat starts (in the tactical view), lauch every drone and/or missile.
IgnoreRangeIfOverAmmoThreshold_Percent: this is what causes missions like Vesta Overkill to lag; setting it to .99 (or lower, depending on your computer specs) is a good compromise between ignoring range on weapons with a lot of projectiles (most railguns and coilguns) and draining just a little bit those weapons that have a low muzzle exit velocity (the conventional cannons mostly, which wouldn't hit the targets at those distances anyway).
DroneDoctrine: TargetOutOfRangeOrder
CapitalShipDoctrine: TargetsOutOfRangeOrder
The flag:
should not be the short version of:
because lasers have infinite ammo and they are not launchers. Only Defensive AI has this flag, so a simple test would involve launching missiles against it in the tactical view and simultaneously ignoring range on at least one weapon, then checking if the AI shines light at you or not.
CombatDoctrine -> FlareDoctrine -> AntiFlareOrder: I honestly don't know what this does: missiles keeps homing regardless of what this flag's order is. Actually, I tested only Nose Forward, so the missiles might be "nose forwarding" towards their current target. On the other hand, keeping it to homing might actually be the best idea for slow-moving missiles: with this order, some of the missiles might actually target the capship instead of the flares and adjust their trajectory as the ship evade. No orders might work best for very fast missiles that are coming in at a very low perpendicular velocity.
Searching "MilitaryDoctrine" in the forum, I found these posts:
childrenofadeadearth.boards.net/post/6734/thread
childrenofadeadearth.boards.net/post/10008/thread
childrenofadeadearth.boards.net/post/18411/thread
childrenofadeadearth.boards.net/post/30751/thread
childrenofadeadearth.boards.net/post/30965/thread
I need to find what makes the AI evade intercepts.
Since there aren't any threads detailing how the AI military doctrines work, I decided to try to remedy that.
Here is an example to show how the entries are structured:
MilitaryDoctrine Name
DoNotTryToStayInHillSphere true
DisableWeaponsOutsideOfCombat true
MissileLaunchDoctrine
OnlyWhenNodal false
DistanceMaximum_km 50000
AttackWingSize 20
WingsInFlightNeeded 4
StaggerDistance_km 750
ReserveSize 0
DroneLaunchDoctrine
OnlyWhenNodal false
DistanceMaximum_km 20000
AttackWingSize 25
WingsInFlightNeeded 2
StaggerDistance_km 2000
ReserveSize 5
MissileInterceptDoctrine
OnlyEnsurePlanarity TEST
OnlyWhenNodal TEST
DistanceMaximum_km 30000
InterceptCapitalShips true
InterceptDrones true
InterceptMissiles true
DeltaVBudget_Percent .90
InstantaneousDeltaVBudget_Percent .35
TonnageWeightFactor 2.
DistanceWeightFactor 1.
DroneInterceptDoctrine
OnlyEnsurePlanarity TEST
OnlyWhenNodal TEST
DistanceMaximum_km 40000
InterceptCapitalShips true
InterceptDrones true
InterceptMissiles true
DeltaVBudget_Percent .90
InstantaneousDeltaVBudget_Percent .20
TonnageWeightFactor 5.
DistanceWeightFactor 1.
CapitalShipInterceptDoctrine
OnlyEnsurePlanarity true
OnlyWhenNodal TEST
DistanceMaximum_km 5000
InterceptCapitalShips true
InterceptDrones true
InterceptMissiles true
DeltaVBudget_Percent .90
InstantaneousDeltaVBudget_Percent .45
TonnageWeightFactor 1.
DistanceWeightFactor 0.
CombatDoctrine
MissileDoctrine
InterceptDeltaVLimit_Percent TEST
MinimumInterceptTime_s 45.
MaximumInterceptTime_s TEST
EnterCombatOrder TEST
SeekOrder Homing
EnemyMissilesInboundOrder Nose Forward
EnemyDronesInboundOrder TEST
EnemyDroneInboundOrder TEST
DroneDoctrine
InterceptDeltaVLimit_Percent .40
MinimumInterceptTime_s 25.
MaximumInterceptTime_s TEST
LaunchDefensively true
EnterCombatOrder TEST
WeaponDestroyedOrder Homing
TargetInRangeOrder Broadside
TargetOutOfRangeOrder Broadside
EnemyMissilesInboundOrder Nose Forward
EnemyDronesInboundOrder TEST
EnemyDroneInboundOrder TEST
CapitalShipDoctrine
InterceptDeltaVLimit_Percent TEST
MinimumInterceptTime_s TEST
MaximumInterceptTime_s TEST
LaunchDefensively TEST
EnterCombatOrder Broadside
WeaponDestroyedOrder TEST
TargetInRangeOrder Broadside
TargetsOutOfRangeOrder Homing
EnemyMissilesInboundOrder TEST
EnemyDronesInboundOrder TEST
EnemyDroneInboundOrder TEST
CivilianShipCombatOrder Scatter
WeaponsDoctrine
IgnoreRangeIfOverAmmoThreshold_Percent .99
IgnoreRangeOnlyWhenThreatsAreFiring true
IgnoreRangeForLaunchers false
TargetPriorities
ActiveLasers
AllGuns
ColdRadiators
Engines
ExternalTanks
FlareLaunchers
HotRadiators
InactiveLasers
OtherLaunchers
FlareDoctrine
AntiFlareOrder Nose Forward
FlaresNeededInFlight 5
LaunchEvenIfHeatIsNotEnough true
OnlyAgainstUncrewedEnemies true
AlwaysAvailableInSandbox true
TEST means I have to test if they are valid or not, they just occurred to me as I was checking one by one all the stock AI doctrines.
LaunchDefensively: when the combat starts (in the tactical view), lauch every drone and/or missile.
IgnoreRangeIfOverAmmoThreshold_Percent: this is what causes missions like Vesta Overkill to lag; setting it to .99 (or lower, depending on your computer specs) is a good compromise between ignoring range on weapons with a lot of projectiles (most railguns and coilguns) and draining just a little bit those weapons that have a low muzzle exit velocity (the conventional cannons mostly, which wouldn't hit the targets at those distances anyway).
DroneDoctrine: TargetOutOfRangeOrder
CapitalShipDoctrine: TargetsOutOfRangeOrder
The flag:
CombatDoctrine
WeaponsDoctrine
NeverIgnoreRange true
should not be the short version of:
CombatDoctrine
WeaponsDoctrine
IgnoreRangeIfOverAmmoThreshold_Percent 1.
IgnoreRangeOnlyWhenThreatsAreFiring true
IgnoreRangeForLaunchers false
because lasers have infinite ammo and they are not launchers. Only Defensive AI has this flag, so a simple test would involve launching missiles against it in the tactical view and simultaneously ignoring range on at least one weapon, then checking if the AI shines light at you or not.
CombatDoctrine -> FlareDoctrine -> AntiFlareOrder: I honestly don't know what this does: missiles keeps homing regardless of what this flag's order is. Actually, I tested only Nose Forward, so the missiles might be "nose forwarding" towards their current target. On the other hand, keeping it to homing might actually be the best idea for slow-moving missiles: with this order, some of the missiles might actually target the capship instead of the flares and adjust their trajectory as the ship evade. No orders might work best for very fast missiles that are coming in at a very low perpendicular velocity.
Searching "MilitaryDoctrine" in the forum, I found these posts:
childrenofadeadearth.boards.net/post/6734/thread
NoAntiFlareTactics true
childrenofadeadearth.boards.net/post/10008/thread
childrenofadeadearth.boards.net/post/18411/thread
childrenofadeadearth.boards.net/post/30751/thread
childrenofadeadearth.boards.net/post/30965/thread
I need to find what makes the AI evade intercepts.