In article <[email hidden]>,
Andrew Turner <[email hidden]> wrote:
> Preface: I typed this post in a word processor so if it is all messedup
subsequent
> personalities. I then reduced abilities accordingly, right down the
> line. I modified the aggression-related settings a little higher forthe
high
> and hi are rated at 2, and extreme is rated at 3. I don't know ifthere
this
> to low for all vehicles, people don't swerve all that much]
>
> braking: high (braking ability)
>
> roadRage: low (tendency to "attack" the player) [not sure about whatto
> do here or how it differs from other offensive]
I've witnessed the "RoadRage" parameter with the stock AI -- if you
bump or tap an AI player with a "high" "RoadRage" setting too many
times or too much in a race (not sure what the exact threshold/trigger
is), the AI car will actually go on the offensive by literally
attacking you and attempting to run you off the road. Startling and
cool to witness when you're on the receiving end, it makes the AI seem
very realistic and human, but to provide for more friendly "rubbin' and
racin'," I set this value to "low" in my hacked AI files.
> drivingSkill: high (how competent a driver is this? Affectsprobability
> of fishtailing)
>
> acceleration: med (low means less than normal acceleration....) [THISis
> the BIG AI CHEAT!!! There is no reason AI should be able to
> out-accelerate in the same vehicle. I therefore have set ALL
> PERSONALITIES ACCELERATION TO MED... Med is indicated as the "perspec"
I believe this sets the variable for how probable the AI is to actually
rear-end YOU -- "low" seems to mean that they are very good at avoiding
you in virtually every situation, even to the point of taking evasive
action rather than rear-ending you in some situations.
> aggression: medium (tendency to smack the player) [note: smack?perhaps
> this is a sideswipe or something. Also, does this mean he won't"smack"
> AI??]
Think NASCAR-type "rubbin' and racin'" here -- if you're side-by-side
with the AI and the aggression is set to "low," they will race clean;
at "medium" or "high" levels, they will be more likely to swap a little
paint with you to try to take you off your line and gain the advantage.
> copCollision: med (ability to recover form a collision with a humancop)
> [note: I have no idea what this does. Perhaps there is a mode wherethe
> human gets to be the cop? I haven't gotten that far yet, if that'swhat
> it is.]
>
> That's all for now, I will be tweaking and will post my "mod files"this
> weekend...
If you'd like, I could post your modified AI files on the site where I
have my "original" hacked AI files. E-mail me at [email hidden] if
you'd like to do that.
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
Preface: I typed this post in a word processor so if it is all messed up
I will repost it clean!
Last night I tweaked some settings in the "Personality" file...
The result was much closer, much more realistic and exiting racing for
me at my current skill level. However, I also believe that making the
other drivers about average and then "building up" their abilities is
what I will try next. This is because I was only able to place 1st in
one race in the 2000cc class and usually ended up 4th overall, last
night after these tweaks I finished 1st in all 3 races, but Azur was
pretty close. So I need to make it a bit harder.
The "Nemesis" level driver is the best, so that's where I started. I
honed down the Nemesis' abilities first to what I thought should be
manageable levels, then copied and pasted those entries into subsequent
personalities. I then reduced abilities accordingly, right down the
line. I modified the aggression-related settings a little higher for the
cop personalities. I don't know if the cops drive different cars. I've
only seen the 911s.
The symbols used in the file to indicate ability are "Low, LO, Medium,
med, high, hi, extreme".
Both Low and LO are rated at 0, Medium and med are both rated at 1, high
and hi are rated at 2, and extreme is rated at 3. I don't know if there
is a difference between Low/Lo, Medium/med, or high/hi, since their
respective numbers are the same. Perhaps there is a difference, since
they are all included and have distinct names.
So, here are the setting I used for Nemesis, as well as a few notes.
(keep in mind I will be making these harder to beat)
blocking Distance: high (how far back you are until the car in front
blocks
cutoff distance: med (tendency to cut the players off) [note: i don't
know if this affects tendency to block AI cars]
lookahead: high (how far ahead does the driver look for traffic)
swervyness: low (tendency to swerve all over the road) [note: i set this
to low for all vehicles, people don't swerve all that much]
braking: high (braking ability)
roadRage: low (tendency to "attack" the player) [not sure about what to
do here or how it differs from other offensive]
drivingSkill: high (how competent a driver is this? Affects probability
of fishtailing)
acceleration: med (low means less than normal acceleration....) [THIS is
the BIG AI CHEAT!!! There is no reason AI should be able to
out-accelerate in the same vehicle. I therefore have set ALL
PERSONALITIES ACCELERATION TO MED... Med is indicated as the "per spec"
setting, or equal to the player car. I think and hope that this means
equal to the acceleration of the personalities' cars, not the human's
car, so that all cars have their "real" acceleration.
wipeOutFrequency: low (frequency of crashes..)
corneringAbility: high (self explanatory)
best line ability: high (self explanatory)
rearendtendency: med (tendency to rear end the human) [note: does this
mean he won't rear-end AI??]
aggression: medium (tendency to smack the player) [note: smack? perhaps
this is a sideswipe or something. Also, does this mean he won't "smack"
AI??]
copCollision: med (ability to recover form a collision with a human cop)
[note: I have no idea what this does. Perhaps there is a mode where the
human gets to be the cop? I haven't gotten that far yet, if that's what
it is.]
That's all for now, I will be tweaking and will post my "mod files" this
weekend...
Andrew
Thanks for the info -
I'll adjust the parameters you've described & send you the files..
I will probably adjust the road rage up a little, 'cause I know if someone
ruined my bodywork I'd let 'em have it..
I think I'll also set down the rearendtendency, so they will try to avoid a
wreck.. Also, since my car needs bodywork anyway at the end of the races, I
think I might bump up the aggression of a few personalities. I would
probably move this lower for cars "tuned" to simulate better drivers.
regards!
Andrew
[email hidden] wrote:
Quoted text (10 lines)
> > > If you'd like, I could post your modified AI files on the site where I > have my "original" hacked AI files. E-mail me at [email hidden] if > you'd like to do that. > > -- JB > > Sent via Deja.com http://www.deja.com/ > Before you buy.I've been playing around with my files, and I haven't noticed much
difference in Quick Race mode, but in the older eras in Evolution Mode,
the AI is just plain whupping my arse (Dylan is beating me by 2 - 4
seconds, in some instances!). So, I don't know IF these affect
Evolution mode more than Quick Race mode or not -- looking forward to
more observations and tweaks from your end!
-- JB
In article <[email hidden]>,
Andrew Turner <[email hidden]> wrote:
> Thanks for the info -
>
> I'll adjust the parameters you've described & send you the files..
>
> I will probably adjust the road rage up a little, 'cause I know ifsomeone
> ruined my bodywork I'd let 'em have it..
>
> I think I'll also set down the rearendtendency, so they will try toavoid a
> wreck.. Also, since my car needs bodywork anyway at the end of theraces, I
where I
> > have my "original" hacked AI files. E-mail me at [email hidden]if
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (11 lines)
> think I might bump up the aggression of a few personalities. I would > probably move this lower for cars "tuned" to simulate better drivers. > > regards! > Andrew > > [email hidden] wrote: > > > > > > > If you'd like, I could post your modified AI files on the siteQuoted text (8 lines)
> > you'd like to do that. > > > > -- JB > > > > Sent via Deja.com http://www.deja.com/ > > Before you buy. > >I have no problem beating Dylan or Parise with the stock AI files, but
Andrew and I have been tweaking some of the AI parameters, and I think
I've been able to increase the AI's abilities to the point where it's
an actual challenge.
-- JB
In article <ofH55.4598$[email hidden]>,
"Roger Squires" <[email hidden]> wrote:
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (12 lines)
> Actually, once you know the tracks well you can beat Dylan or Parise > regularly :) > What's a particular race you are having trouble with? > > rms > [email hidden] > > >in the older eras in Evolution Mode, > > the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 > > seconds, in some instances!). > >Actually, once you know the tracks well you can beat Dylan or Parise
regularly :)
What's a particular race you are having trouble with?
rms
[email hidden]
>in the older eras in Evolution Mode,
> the AI is just plain whupping my arse (Dylan is beating me by 2 - 4
> seconds, in some instances!).
Hi Roger,
The issue I have is that the AI have cars which accelerate much better
than the player's car... even if they are identical; more on this in my
next post!
Regards,
Andrew
Roger Squires wrote:
Quoted text (10 lines)
> Actually, once you know the tracks well you can beat Dylan or Parise > regularly :) > What's a particular race you are having trouble with? > > rms > [email hidden] > > >in the older eras in Evolution Mode, > > the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 > > seconds, in some instances!).As for me, I've DECREASED the AI's ability to the point where it's a
challenge!! ; )
It's just that darn AI superacceleration thing that drives me nuts...
Andrew
[email hidden] wrote:


































