Difference between revisions of "User:GoogleFrog"

From Zero-K
Jump to navigation Jump to search
(Created page with " == Design Notes == === Factories === {| class="wikitable" |- ! Factory !! Role |- | Cloakbot || write later |- |} == Todo ==")
 
Line 13: Line 13:
  
 
== Todo ==
 
== Todo ==
 +
 +
=== Better Idle Behaviour ===
 +
when a unit goes idle -> self-acquired attack command.
 +
 +
1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.
 +
* Move back to original position when re-idle.
 +
* If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.
 +
 +
For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.
 +
 +
2. Add an idle-only fleeiee table, mostly to be used for raiders against riots.
 +
this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour
 +
it is just meant to give you a bit of time to notice that something is happening
 +
 +
Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.

Revision as of 19:17, 30 August 2020

Design Notes

Factories

Factory Role
Cloakbot write later


Todo

Better Idle Behaviour

when a unit goes idle -> self-acquired attack command.

1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.

* Move back to original position when re-idle.
* If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.

For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.

2. Add an idle-only fleeiee table, mostly to be used for raiders against riots. this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour it is just meant to give you a bit of time to notice that something is happening

Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.