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Post by edrotondaro on Dec 23, 2013 12:17:37 GMT -6
Chris orWilliam:
I just downloaded the latest version of NAW. What new features should I look for?
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Post by williammiller on Dec 23, 2013 21:52:13 GMT -6
Ed,
Don't have my change log for NAW handy, but Chris would know...
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Post by edrotondaro on Dec 24, 2013 6:00:49 GMT -6
Thanks William. I also downloaded the scenario packs. How do I get them to work? When I chose load a scenario, all I get is the handful of scenarios that I had made for NAW. I put them in the NAW folder. Should they be somewhere else? Thanks. Oh Merry Christmas to you Chris and everyone at NWS.
ED
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Post by RNRobert on Feb 3, 2014 17:21:19 GMT -6
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Post by m1shooter on Jul 7, 2014 21:10:06 GMT -6
Can I assume there will be no further updates? The Sim is 100 percent perfect? Just wondering. I still have issues with the AI and how the odds "magically" change in its favor. No matter, it's a moot point. "Challenging", "playability" and "proprietary" are such wonderful words. /end rant/
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Post by williammiller on Jul 8, 2014 9:52:55 GMT -6
Can I assume there will be no further updates? The Sim is 100 percent perfect? Just wondering. I still have issues with the AI and how the odds "magically" change in its favor. No matter, it's a moot point. "Challenging", "playability" and "proprietary" are such wonderful words. /end rant/ I will let Christopher reply in full to your post, but as I was intimately involved in designing the combat code for the game I can state this without reservation: the combat code for the AI in WC-NAW does not 'cheat', it follows the exact same rules for combat that the player is subject to.
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Post by William Miller on Jul 8, 2014 10:04:48 GMT -6
To m1shooter, Presently I do not have any plans for further updates - but that may change later. As far as I know all confirmed issue reports have been resolved. As to the AI.. there are no bias calculations, for that matter the odds are recalculated, and the "random percentile die" generator is recycled, for every shot every time. The AI however is not stupid, but also not mechanical. The AI tracks how best to keep the best odds of a salvo hitting a target as much as possible - as was done in real life, when feasible. The AI reanalyzes the situation every turn and then determines the best course of action and the best way to help achieve hits based on target tracking, target type, threat type, distance to target, etc..etc..etc.. The AI also uses the exact same information the player gets.. and as you can see, there is a lot going on with the data given. That is probably why some players think the AI "cheats".. it doesn't. Positioning, target analysis, how and when to maneuver so as not to disrupt the firing solutions vs salvo chasing when it is warranted, etc.. are all part of the AI decision making process. Note, not trying to sound arrogant or otherwise, I have been researching naval weapons and tactics for most of my life so I made it a top priority to teach the AI how to fight - not to just wander around the ocean without a reasonable plan of action. Naval gunnery combat was extremely dynamic, there was a lot more to it then just shoving ships around and firing guns and torpedoes. A simple decision to change course could make the difference of hitting a target or becoming a target very quickly - and possibly even alter the course of a battle with one good hit on a critical ship. Hopefully that helps clear up that concern a bit.  Thanks.
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