Joshua
Moderator: Defcon moderators
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.
- Ace Rimmer
- level5

- Posts: 10803
- Joined: Thu Dec 07, 2006 9:46 pm
- Location: The Multiverse
Just updated to Fraps 5 and whee!!!
Just recorded a small segment on fleet formation and attack patterns. This is fun, but I can't really edit anything or post (at all) from work. So... once I get it polished and long enough time wise, I'll start a thread in the strategic forum with all of the videos, including old ones from days gone by.
Just recorded a small segment on fleet formation and attack patterns. This is fun, but I can't really edit anything or post (at all) from work. So... once I get it polished and long enough time wise, I'll start a thread in the strategic forum with all of the videos, including old ones from days gone by.
Smoke me a kipper, I'll be back for breakfast...
- Ace Rimmer
- level5

- Posts: 10803
- Joined: Thu Dec 07, 2006 9:46 pm
- Location: The Multiverse
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.
That would be more useful, although to be honest I probably need to get a basic bot working before thinking about proper tactics/strategies.
And that's my worry too, I'm not sure how I'll combat that - I have a few ideas but I'm not suer how well they'll work :/
EDIT::
Ok, I've just laid out the broad strategy of Joshua, what do you guys think?
Nb. Quick overview, there are two methods for every defcon level:
OnFirstTickDefconN(), which runs only once, when on the first tick of defcon level N
TickDN(), which runs every tick while in defcon level N
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)opinions in this kinda strategy? Basically it's relying on massive micromanagement.
Also, you notice some of the methods are missing, I need to know what I should do here (eg. defcon one has *nothing* at the moment)
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Blackbeard
- level4

- Posts: 930
- Joined: Fri Aug 31, 2007 1:05 pm
I've realised that tactics such as naval nuking/ninja manouvres/other stuff...
were possibly born out of an inferiority about your opponents' abilities (if I can't match him in naval battles, then I will try to nuke his ships - or hide from his navy, etc.)
The AI, which can react instantly to radar information, and if Ace is right, would be extremely difficult to naval nuke, wouldn't need such cowardly tactics, and would still be a formidable opponent without them
The AI, which can react instantly to radar information, and if Ace is right, would be extremely difficult to naval nuke, wouldn't need such cowardly tactics, and would still be a formidable opponent without them
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Blackbeard
- level4

- Posts: 930
- Joined: Fri Aug 31, 2007 1:05 pm
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.
You mean that many players click on the maximum range of the fighter, and then are too busy/in a panic to realise it isn't attacking any ships/bombers that it comes into contact with?
well I never knew that, glad you guys asked
I guess I'll change the Air Patrol maintanence methods to this:
--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
--Target enemy planes if any are in range
--Change positions of planes to avoid danger zones
That's going to add a significant overhead
I guess I'll change the Air Patrol maintanence methods to this:
--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
--Target enemy planes if any are in range
--Change positions of planes to avoid danger zones
That's going to add a significant overhead
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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
That's exactly what I've meant.
Oh and good luck with the bot Martin, I am very interested in how it will turn out.
P.S: Gordon Freeman PWNS Master Chief, I strongly agree with that
Yeah, I think I'll need the luck xD
I have to say, I'm not a fan of lua
However now I'm starting to divide this up into lots of little tasks it's looking achievable. I think the first thing I'm going to do is air patrols, because they sound like fun to do
also:
QFT
I have to say, I'm not a fan of lua
However now I'm starting to divide this up into lots of little tasks it's looking achievable. I think the first thing I'm going to do is air patrols, because they sound like fun to do
also:
T-95 wrote:P.S: Gordon Freeman PWNS Master Chief, I strongly agree with that
QFT
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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
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
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Here are my suggestions.
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 think picking city targets in order of closest to furthest should be the priority. Some better players than I might disagree though.
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"
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 don't think I'm the best to be handing out advice in this matter, so if anyone else comes along with better ideas they should trump mine
But maybe some of it will help.
martin wrote:Code: Select all
OnFirstTickD5()
CitySurvey()
GlobalSurvey()
OnFirstTickD4()
DeployForces()
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.
martin wrote:Code: Select all
OnFirstTickD2()
PickTargets()
I think picking city targets in order of closest to furthest should be the priority. Some better players than I might disagree though.
martin wrote:Code: Select all
GlobalSurvey()
--Scan every point on the globe to build a map
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"
martin wrote:Code: Select all
DeployForces()
--DeploySubs
--Move subs
--DeployRadar
--DeploySilos
--DeployAirbases
--DeployFleet
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 don't think I'm the best to be handing out advice in this matter, so if anyone else comes along with better ideas they should trump mine
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
Yes, I would be happy to help.
I would fit into the 'newbie programmer' section
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