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Re: CRT Combat Model (long)


>Previous comment about interceptions is on the mark.  xconq
>should have some way of allowing units to react by fire and/or movement if
>enemy units enter their ZOC, which may be several hexes for air and naval
>units.

This feature already exists, but only for units under ai control. A unit
will attack anything that enters its ZOC, which is defined for each unit
type by the ai-tactical-range table.

>Also, some way of designating a return to base for air/naval units
>performing a mission would be good.

This is how the ai resupply code works. When a unit has half of its fuel
left it returns to the nearest base.

I think your questions really are about to what extent you can hand over
partial control of a unit to the ai. The answer is that you can turn
ai-control on or off for individual units, but control is an all-or-nothing
decision.

Consider this example. You want a unit to defend a city, but also to attack
anything that comes within its ZOC. If you keep control of it, you have to
handle everything yourself. If you hand it over to the ai, it will for sure
attack anything that comes close. However, the ai may also decide that your
unit has better things to do than defend the city, and send it off
exploring.

So what you really would like to have is the option of turning over control
of a unit to the ai, with the restriction that it cannot mess with the
unit's plan. I actually had some working code for this two years ago, but I
never checked it in. It worked like this: in addition to "ai control" and
"human control" the ai control menu also had a third option "ai control
fixed plan". if you picked it the ai would do its best while sticking to
the plan chosen by you. Kind of a fire-and-forget unit.

If people think this would be useful I could perhaps dig up the code and
get it to work again. But only after the network bugs have been fixed. That
is still my top priority.

Hans

Hans Ronne

hronne@pp.sbbs.se



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