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Showing content with the highest reputation on 09/06/2017 in all areas

  1. Double post because I bring some good news. Finally I figured out how the DefenceAreas thing works! And man... As soon as I see the results I already have one concept or two for a map! I hope you don't mind me invading your post Doma. Here some images; click to enlarge. In this images you can see: 1) 2 areas defined, plus 3 barracks, 3 windtraps and some combat/missile tanks manually placed. 2) All those tanks went to the first area, also new infantry trained it's going to that area. 3) After the first area it's full, the units start moving to the second area. So, the DefenceArea works as an imaginary rectangle of walls, making the AI to wander around that area, and when both areas are filled, next units trained are part of a new attack group against the player. Keep in mind that sometimes all the units go directly to the first area and sometimes the units split between the two. Units trained usually go to the first area first, but sometimes 2-3 initial infantry goes to the second area first. Reinforcements - free - also makes those units to go to the area. When the player it's near one of the areas (like 4-5 tiles from the border), the units on the area (but not the other area) defend it like a regular unit spawn, so this is more natural and more competent that making a corridor covered by a few pre-placed tanks. The AI will ignore their own base; even when I attack it, the new infantry seems to prioritize the areas. To make this work, you need those numbers in these lines: and .(Those numbers are from an original map). The startdealy it's the delay between the game start and the units start to wander about the area. In the original the number was 1000, I turned to 100 so I only need to wait 4 seconds. This "freepercentage" it's what makes the manually placed units to move to the areas. That set to a lower number and only a few of them will go to the areas. For now, the only I know for sure it's the meaning of the second unknow of the three. It has the same purpose as the "Guardgroupsize". 20.000 and it's needed all those units on the images on top. reduce it to only 1.000 and after 6-7 infantry the area it's filled. And, like the guardgroupsize. 4 Devastators fill the area while are needed 20 infantry/troopers, but the size of the area itself seems irrelevant. As a Final note. At the very bottom there is a "Unkown Byte 29" set to 0 in the original maps with a defencearea; I don't seem any diferrence with that set to 1 (it's set to 1 for all the others AI on all the maps). And that's it. Only want to advice that if the defence area it's on sand the units will go to the center of the rentagle but won't wander around. In fact, if you set a sand area with 3 tiles of rocks, the tanks only will stop on top of then (the rest will remain at the centre). As a side note, maybe the "protect/defend strengh" has something to do about this. I didn't tested yet. In this test protect it's set to 80 and defend to 10. It's worth other test, but for now I have enough.
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