Posted: Tue Jan 20, 2009 8:43 pm
Well here's a chance to try again 
martin wrote:a specific video of tactics would probably be more useful, and less time consuming - I'm afraid I do still have uni work limiting my time
sfericz wrote:martin wrote:a specific video of tactics would probably be more useful, and less time consuming - I'm afraid I do still have uni work limiting my time
Would a collage of recordings made into a video help?
But my worry is that tactics change in the different game modes. For example in a six player free for all, one might send small strike forces to key cities and not try to protect his waters. Where in two vs. two, one might only worry about military/land targets and protecting his waters.
Code: Select all
OnFirstTickD5()
CitySurvey()
GlobalSurvey()
OnFirstTickD4()
DeployForces()
OnFirstTickD3()
LaunchScoutPlanes()
LaunchCivilAirPatrol()
LaunchNavalAirPatrol()
TickD3()
MaintainCivilAirPatrol()
MaintainNavalAirPatrol()
OnFirstTickD2()
PickTargets()
TickD2()
MaintainBomberWave()Code: Select all
GlobalSurvey()
--Scan every point on the globe to build a map
DeployForces()
--DeploySubs
--Move subs
--DeployRadar
--DeploySilos
--DeployAirbases
--DeployFleet
LaunchScoutPlanes()
--Launch scout planes from airbases and ships (nb. scouts != cap)
LaunchCivilAirPatrol()
--Launch N planes from airbases, and add to the air patrol list
LaunchNavalAirPatrol()
--Launch N planes from carriers and add to naval patrol list
--Key of a particular plane in the table is the ship it is assigned to
MaintainCivilAirPatrol()
--Iterate through CAP list, check fuel on planes and send back to airbase as necessary
--If you land a plane, launch a new one immediately
--Change positions of planes to avoid danger zones
MaintainNavalAirPatrol()
--Iterate though NAP list, check fuel on each plane and send back to assigned carrier as necessary
--If you land a plane, launch a new one immediately
--Change positions on planes to stay close to assigned carrier
PickTargets()
--Pick preliminary targets for bombers
--Preferably enemy military installations
MaintainBomberWave()
--Keep a group of bombers circling out of enemy radar range and silo range, as close to preliminary targets as possible
--This is a rapid strike group in case they launch their silos, you can strike back quickly and destroy their silos
--If enemy fighters arrive send bombers back towards CAP, launch interception fighters when necessary (ie. as soon as bombers enter effective range of a fighter launch)T-95 wrote:If AI's figher plane will notice the bomber, will it be automatically targeted? Because that's a common mistake of many players - the fighter notices the bomber, but won't attack it until the fighter reaches its destination.
T-95 wrote:If AI's figher plane will notice the bomber, will it be automatically targeted? Because that's a common mistake of many players - the fighter notices the bomber, but won't attack it until the fighter reaches its destination.
martin wrote:--Target enemy planes if any are in range
T-95 wrote:P.S: Gordon Freeman PWNS Master Chief, I strongly agree with that
martin wrote:Code: Select all
OnFirstTickD5()
CitySurvey()
GlobalSurvey()
OnFirstTickD4()
DeployForces()
martin wrote:Code: Select all
OnFirstTickD2()
PickTargets()
martin wrote:Code: Select all
GlobalSurvey()
--Scan every point on the globe to build a map
martin wrote:Code: Select all
DeployForces()
--DeploySubs
--Move subs
--DeployRadar
--DeploySilos
--DeployAirbases
--DeployFleet
martin wrote:On a side note, it anyone interested in helping code this? Now that I have the overall architecture worked out, the methods need filling in. I can do it myself but help would be nice
I'm willing to help newbie programmers, if anyone fancies giving it a go - worst that can happen is you write crappy code and I quietly delete it and rewrite it myself