What rus|Mike suggested about placing maybe one carrier for radar in sea, and one battleship to block any ships from approaching your coast too fast would be good to do at game_start.
I considered that, but at the moment it's not exactly highest priority, also if I remember correctly radar doesn't reveal enemy units until later anyway?
I think picking city targets in order of closest to furthest should be the priority. Some better players than I might disagree though.
That's why I left it deliberately fuzzy, probably ranked by Ascending How many silos cover it and descending distance from me.
Will this scan include where would be the best location for silos, to include the prediction of nuke flight paths? I have seen the best silo setups in the wrong place, thus splitting the launch in two directions which kills the "nuke cluster"
The scan is literally what is says on the tin, it goes through every point on the globe, and checks if it's land/water/what territory it's in etc
This way I have all the information to hand, which is useful.
Most skilled players now hold all of their subs back, to hold off the timer. Then when the player wins the naval battle moves subs from hiding into a striking position. Usually the hiding position for subs vary for each territory, just as long as you have some fleet around them for protection should be enough.
I'm not in the skilled players group unfortunately
When I attack I usually send half my subs (I always have my subs in fleets of one) spread around my fleet, as soon as the enemy attack the ocean underneath them lights up with active sonar
That's how the bot will work for now, unless I find that this doesn't work
Yes, I would be happy to help.
I would fit into the 'newbie programmer' section
Awesome, welcome aboard, I dunno exactly how we're going to do this :/
How much programming/lua do you know?
What bits of Joshua would you be interested in coding?
If you need programming help, do you have MSN/steam/IRC so I can chat to you and give you a hand (if you want)?





