Author Topic: Formations: an idea  (Read 1594 times)

Eightball

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Formations: an idea
« on: 15 January 2006, 03:25:54 »
Firstly I want to state my awe at this game.  It's beautiful AND open source!  And the AI just kicked my butt ( :'( ).  And the best part, it's very flexible-looking.

I have a bunch of ideas, but somewhat limited knowledge and experiance, so I'll start out with an idea that will give me an understanding of what I need to do for other ideas.

Many current games have formations - organizations of two or more units for simplifying control and to maximize tactical advantages.  However, formations are not implemented in Glest.

I was wondering how I could implement them.  My guess is it has to be done through changing the source code (C++ files).  My idea for formations involve extra AI routines, for starters.  Do I need to do anything with XML?  Ie, does XML affect unit behavior as well as attributes like attack and armor?

Additionally, is there any guide to the code?  I know a little object-orient C++ and a little procedural (a few classes in high school and one at a community college).
« Last Edit: 1 January 1970, 00:00:00 by Eightball »

fireborn

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« Reply #1 on: 19 February 2006, 03:09:29 »
the only way i can think that xml would change unit behavior is by adding more commands to that unit.

i don't think you need like a guide to stick your fingers into a opensource program's code, but anyway i've never done that so i don't know  :P
« Last Edit: 19 June 2016, 06:40:24 by filux »