AI Skill Level

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USN_Opus
Posts: 41
Joined: Mon 14 Mar 2011 11:54 am

AI Skill Level

Post by USN_Opus »

...and another question...

I'm looking ahead to what will become our SE campaigns and foresee a lot of use of factories by the commanders. I am personally not a big fan of the randomization of AI option (or preset based on the template). While it works for the initialization of a campaign, it goes sideways later on when planes are bought.

We find that ruffing out the template's plane set beforehand in a spreadsheet works fine. Here we can also add an AI skill level factor to adjust the prices on paper.
Example:
A Ki-21 rookie is worth the planes base cost of 110 (Y).
A novice is (Y x 1.1) 121
A veteran is (Y x 1.2) 132
An ace is (Y x 1.3) 143

This wont work however once planes are bought from the factories unless...

Can something like this be introduced in the future?
or
Can you go into the tables and mess about with AI skill levels during an ongoing campaign?

Thanks again!
IV/JG7_4Shades
Posts: 2237
Joined: Mon 08 Jan 2007 11:10 pm
Location: Perth, Western Australia

Post by IV/JG7_4Shades »

Hi Opus,

You can change skill levels of individual flights during a campaign by editing the Skill field in the ObjMissionData table. Simply find the set of records for the latest mission and edit the Skill values there before the next Build.

0 = Rookie
1 = Average
2 = Veteran
3 = Ace

SEOW does not alter Skill values during the campaign, other than by the Ace Charisma feature (if enabled).

Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer

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USN_Opus
Posts: 41
Joined: Mon 14 Mar 2011 11:54 am

Post by USN_Opus »

Ok cool. Thanks Shades.
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