Texashawk
Posts: 132
Joined: 12/9/2006 Status: online
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The last picture shows setting up an attack order. Remember, in this game you're not micromanaging your fleet. You're sending an attack order to your other ships. Since this order is to your ship, you can designate the number and type of missiles to use, but if you order a squadron member they will use their discretion about how and what to use as far as armament. You will get a base percentage chance but this does NOT take into effect things like enemy jamming, etc. It merely gives you the percentage chance that at least 1 missile out of your attack will make it to the target - it's an aid, not a crutch!
The AI is being built around the concept of 'events in defined situation parameters'. Thinking about how a real-world captain would operate, they don't give a steady stream of orders - they don't need to keep reminding their crews about what to do; they just give an order and let it ride - as long as there is no change to the situation. When an event occurs, depending on its 'weight', the captain may go into its decision loop to assess and possibly change their strategy, similar to a breakpoint. Examples of events are: minorEvent_ContactLost minorEvent_ContactRegained minorEvent_FriendlyShipFiring minorEvent_DamageRepaired majorEvent_FriendlyShipTakingDamage majorEvent_FriendlyShipIncomingMinorSalvo majorEvent_EnemyShipDestroyed majorEvent_EnemyShipDIW (dead in the water - essentially drifting in space and no longer combat capable, but not destroyed) criticalEvent_FlagShipIncomingSalvo criticalEvent_FriendlyShipIncomingMajorSalvo criticalEvent_FriendlyShipDestroyed criticalEvent_FriendlyShipTargetLost Critical events will ALWAYS result in the unit taking action of some kind, depending on the mission parameters, how critical the mission is, and the stats of the captain of the ship. I have not modeled the captains yet, so the ships are using random stats for now. Once the major systems are working property and the AI knows how to use them (and in what situations), I will add the captains as units on the ships. I am on the verge of having the AI perform well enough to post a short AAR to show what a full engagement looks like, with probes, missiles, scouting units, and combat. I should have that up by the end of the week! Also - I have decided to go ahead and use a different universe - but I can still work on the systems since many of the core systems will still be the same, so I will continue development as a game engine.
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< Message edited by Texashawk -- 12/27/2011 9:25:48 PM >
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Lifetime "You Magnificent Bastard!" callouts: 4 Lifetime slaps across the face by a female: 2 Lifetime games that hold my attention longer than a month: 3
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