Ok, I've got a new idea for a plugin and a few unconventional ideas. Already I've run into a few oddities, which are the subjects of my questions.
1. Most weapons use fuel. I've already attributed the AI's lack of firing to afterburner use, so I've disabled them. However, is there any way to make the AI use weapons a little more sensibly than "fire everything as fast as possible and then each time a little fuel regenerates"?
2. The AI (skill adjust set to 0) seems to fire weapons at a slower rate than I do, whether they use fuel or not. Is it just me, or is this happening and why?
3. A ship has (1ary) energy turrets, (2ndary) guided missiles, (2ndary) heavy rockets and a (2ndary) fuel-based energy cannon. It fires turrets (an example of problem #2), the energy cannon (another problem weapon), and periodically a guided missile. It never fires it's rockets. The cannon causes more damage per second against shields, but I heard that it doesn't matter with cannons. Even so, the rockets are better vs. armor. Why won't it fire rockets (very similar to EVO's standard rockets)?
4. The autopilot doesn't work precisely. For example, if I'm sitting nearly still and so is my target, shots fired while using autopilot go slightly to the side of the target. This is very annoying...why is it happening?
5. The fuel regen. values aren't quite right. They seem to regenerate a good deal faster than I was thinking they would. Is this true, or is my computer just too darn fast? (G4/450)
6. The fuel-based energy cannon has a very good range, yet the computer won't use either it or it's turrets until I'm well withing range...sort of defeating a main purpose of the long-range cannon. What's up with that?
7. A slow computer ship will stop like it's supposed to, to prevent Monty Python maneuvers...however even when I'm far away and moving very slowly it refuses to follow me until I practically stop! (same question, why...)
8. Damage values seem really weird...a heavy rocket in EVO seems like it should be able to destroy a UE Fighter instantly but instead only disables it. A crescent fighter should go down with only a few Phase Shots...that is if 1 point of weapon damage = 1 point of armor/shields, where the in-resource value for shields is divided by 10 for the in-game value. Is there some sort of modifier placed on weapons (I know about the +1/4 other value rule, but I've heard even that isn't right)?
Thanks in advance for the help...
Apologies if I was running on incoherently at times.
(This message has been edited by Weepul 884 (edited 07-10-2000).)