Cholmondely wrote: ↑Thu Sep 14, 2023 1:43 pm
Maestro: is this simply a case of the javascript AI's "trumping" the AI.plists?
That was my first conclusion. The problem with the conclusion was that scripts referenced by the NPC ships alone were not accounting for all observable behavior. I am aware that this is my first day lol.
Speaking of which I get the feeling that nobody around here is really an expert on the current state of vanilla AI, even cim last year came into the thread and seemed less than 100% confident about the AI.... and nobody is too keen on touching the subject. People can write AIs for OXP ships and extras -- which seems to be the favoured way to go. Looking at the plists, I see that I could write up my own with not too much difficulty and just have it referenced by the shipdata, which I probably will if I can't consolidate what I find in the /Resources vanilla folder.
Everyone being flooded with OXPs would also explain why nobody has seemed to notice the things that I point out in this thread. Perhaps your OXP ships aren't behaving the way the vanilla ships do, and your vanilla ships are so inconsequential in your ooniverses that you only register their supporting roles and the easy kills? Anyway in the last two years I have been trying to get my Oolite balance just write in all metrics which meant stripping OXPs and re-adding them one by one, meaning I've spent a lot of time with just vanilla AI.
I remember putting this in "suggestion box" instead of a request for an OXP patch because I had originally envisioned the fixes being useful for everybody, if they could be figured out
EDIT: No, it's really not just vanilla. The problem is the generic AI scripts that everyone uses and that auto_ai defaults to. *sigh*
Does no one else see a problem with the AI?