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In FSO exists the lovely flag:
$Autoscale by AI Class Index.
BP in particular uses this for the Fury AI
what nobody knew up until very recently thanks to @EatThePath , this flag still affects autoscaling!
Specifically, the FS2 default AI classes will still count the non-autoscaling classes towards their own autoscaling process.
In effect this means that if you have a setup like this:
Coward
None
Lieutenant
Captain
Major
Colonel
General
20 non-autoscaling classes
The general class will be much weaker then the lieutenant class in the following setup
20 non-autoscaling classes
Coward
None
Lieutenant
Captain
Major
Colonel
General
Non-autoscaling classes are not affected by this, but autoscaling classes should not be impacted by non-autoscaling ones either. In a mod that uses both (like say, BP), stuff like AI turret fire rate and the like will be affected every time a new AI Class is added. This is all measures of undesirable, and massively affects mission balance.
The text was updated successfully, but these errors were encountered:
wookieejedi
added
bug
An issue from unintended consequences
ai
A feature or issue related to the AI algorithms
labels
Jul 30, 2022
This adds an AI profiles flag that filters autoscaling so that only the index and number of autoscaled classes are considered, not the index and number of all AI classes.
Fixesscp-fs2open#4516.
Returning to this: The fix doesn't work fully. Although things like firerate appear to work correctly, stuff like afterburner usage is still affected by the scaling bug. ai.zip ai2.zip
Steps to reproduce:
On FSBlue with a current nightly, try playing SM1-03 with AI1 and AI2, and notice how with the file included in AI2.zip, the AI reaches the Iceni much faster.
edit: on review of the submitted bugfix, it seems like several aspects that are affected by AI autoscaling have not been touched. I'm in particular worried about
$Afterburner Use Factor:
$Shockwave Evade Chances Per Second:
$Get Away Chance:
$Secondary Range Multiplier:
PR scp-fs2open#4516 did not cover all of the autoscaled AI class attributes, since a few of them were labeled differently. This adds checks to grab the correct autoscale index for the remaining cases:
```
$Afterburner Use Factor:
$Shockwave Evade Chances Per Second:
$Get Away Chance:
$Secondary Range Multiplier:
```
Fortunately, Sushi's investigation was pretty thorough. Between these remaining cases and @EatThePath's autoscaling review, this PR should cover the complete set of autoscaling situations.
Fixesscp-fs2open#4922.
In FSO exists the lovely flag:
$Autoscale by AI Class Index.
BP in particular uses this for the Fury AI
what nobody knew up until very recently thanks to @EatThePath , this flag still affects autoscaling!
Specifically, the FS2 default AI classes will still count the non-autoscaling classes towards their own autoscaling process.
In effect this means that if you have a setup like this:
The general class will be much weaker then the lieutenant class in the following setup
Non-autoscaling classes are not affected by this, but autoscaling classes should not be impacted by non-autoscaling ones either. In a mod that uses both (like say, BP), stuff like AI turret fire rate and the like will be affected every time a new AI Class is added. This is all measures of undesirable, and massively affects mission balance.
The text was updated successfully, but these errors were encountered: