Author Topic: Re: additions to AI tag controls  (Read 1525 times)

Ishmaru

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Re: additions to AI tag controls
« on: 24 February 2017, 00:27:17 »
@softcoder
Please let us know what kinds of additional direction to build into the AI tag controls so we can help make the AI play better for this mod.

Maybe it wont be too hard to actually do what is needed?

Well, not sure what is easy or hard but some ideas:
A new Ai tag for maximum harvesting units so, when the amount  is reached all additional worker units with attacks will be counted as warrior units.

Additional unit property that you can define an armor type (or better yet multiple armor types) as a priority. So when a unit is within range of multiple units they would go after the one(s) with the selected types first. Helps ai play way more efficiently when soldiers with rifles would concentrate on fighting infantry rather than chip the paint off a tank.

A property to “flee” (like a worker) when a warrior unit runs out of ep in battle. This should be definable in unit xml as not al units would want  this behavior.

Some sort of behavior to utilize secondary attacks, even if its just randomly, based on available ep, or based on whats the most effective against the armor type.
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