Author Topic: Unit categorizations  (Read 898 times)

Mr War

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Unit categorizations
« on: 24 November 2011, 13:20:24 »
Like infantry-melee, infantry-polearm, infantry-ranged, artillery, cavalry-melee etc. The types would be defined in the tech tree xml and adjustments to variables could be edited there too. It'd be optional with untagged units getting a default value.

These tags could then influence:
AI, allowing better tactics (would it require having some editable AI in the tech tree XML or similar place??)
Attack/defense balancing (eg infantry x is good against cavalry but not so great against infantry-melee)

Other more sophisticated later uses:
Influence formations
Influence attack style, eg run-past attacks etc instead of stand and fire

MuwuM

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Re: Unit categorizations
« Reply #1 on: 24 November 2011, 13:27:48 »
Good idea, but this will need many changes to work properly. AI have to detect if categories are set and then use them correctly. Which means you have to pre define how AI should play/use which unit-category

Mr War

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Re: Unit categorizations
« Reply #2 on: 24 November 2011, 13:37:00 »
Yeah maybe AI would be later uses of this. Just an attack/defense multiplier capability to overlay on current armor/attack model.

Strictly speaking the current armor types approach already allows this but it requires creating new types which makes the factions less transferable across tech trees

John.d.h

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Re: Unit categorizations
« Reply #3 on: 24 November 2011, 15:54:53 »
I don't mean to sound like Omega or anything, but GAE has a pretty good implementation of this that could be worth a look.  It's mainly for effects but could be used in other ways as well, such as Lua triggers and AI.

Coldfusionstorm

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Re: Unit categorizations
« Reply #4 on: 24 November 2011, 19:34:41 »
I don't mean to sound like Omega or anything, but GAE has a pretty good implementation of this that could be worth a look.  It's mainly for effects but could be used in other ways as well, such as Lua triggers and AI.

This tags could be VERY powerfull if tought trough properly.  :thumbup:
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Omega

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Re: Unit categorizations
« Reply #5 on: 25 November 2011, 03:34:14 »
I don't mean to sound like Omega or anything, but GAE has a pretty good implementation of this that could be worth a look.  It's mainly for effects but could be used in other ways as well, such as Lua triggers and AI.
https://docs.megaglest.org/XML/Unit#tags

I agree that grouping units into "groups" would be very useful. However, I don't think it's meaningful to implement the feature unless another feature that will use them is implemented at the same time. After all, what good is telling the game this unit is an "infantry" unit if that fact isn't used in any way. In other words, this should be a part of another feature, such as applying upgrades to tags or telling the AI to use these tags, etc. Alone, it's pretty useless.
« Last Edit: 18 June 2016, 14:57:04 by filux »
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Coldfusionstorm

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Re: Unit categorizations
« Reply #6 on: 25 November 2011, 09:21:45 »
True, tags wouldnt have meaning if they arnt supported, but as i also said it needs to be tought trough.

And to omega Thumbs up for being awesome. and patient :thumbup:
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