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 Post subject: Sea Units/Phase Flow Chart
PostPosted: Mon Jan 29, 2007 5:13 pm 
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Location: Pewter Orbit training academy
http://img184.imageshack.us/img184/349/ ... artnw3.png

Yeah, I feel like I missed a ton, but right now, I'm braindead. It's a bit to big, but I feel like I'm missing a lot of work here. <_<;
So uh..opinions? :E


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PostPosted: Mon Jan 29, 2007 7:07 pm 
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Change them to use sea units even without sea ports. :)

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PostPosted: Tue Jan 30, 2007 2:50 am 
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make it usable maybe? >_>


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PostPosted: Tue Jan 30, 2007 6:19 am 
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What do you mean..<_<;


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PostPosted: Tue Jan 30, 2007 6:40 am 
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That is incredibly unreadable. I tried and got about 4 points down then gave up coz I have no idea where things are heading. A flow chart should flow.

The naval flow chart is going to be more complex than the air one I'd presume. It's going to have to be as intricate as a land deployment chart seeing as they're two completely different fronts whereas air units blend into both.

The first issue I noticed is the use of dividing units costwise. Personally, I'd divide the cruiser, destroyer and sub into a group of their own seeing as they're the sea triangle. Also note the sub is 18000G in CW. In an early game, you're going to be countering transports and hovercrafts (you haven't mentioned these anywhere BTW) so the first heavy naval that might be the most useful is a sub or destroyer.

Your flow chart is extremely complicated and assumes a lot of things, for initial charts it should probably be as simplistic as possible. Hell even disregard most sea units and focus on getting a naval triangle algorithm set up. Telling the AI when to buy each would be useful, sometimes it mightn't even be worth spending money on a navy, that needs to be considered. Afterall, if an enemy builds a sub, waht'll they do with it is you don't build sea units?

So yeah, more simple and a lot more organisation is needed, although the whole naval section should probably be one of the last major areas of AI to be programmed.

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PostPosted: Tue Jan 30, 2007 7:02 am 
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Seperate buying from unit using. If they got no air ports they don't use already existing units what they own in sea? I think desiring to what to buy need to be based to countering and not just build little bit everything.

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PostPosted: Tue Jan 30, 2007 9:46 am 
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I was able to understand it quite well. It's complex as hell, and totally ignores the possibility of predeployed with the first question, but it flows in my eyes.



It's just a really rough, choppy flow, is all.

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PostPosted: Sun Feb 25, 2007 1:02 am 
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I would love for someone to edit this because, while I could edit it, I seem just to confuse people.

I mean, I confused Xaif, and he's the smart person! :0


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PostPosted: Sun Feb 25, 2007 5:19 am 
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This chart definitely needs more work. Most of the ending states are very ambiguous. I can't tell a computer to "Attack" or "Move out of range" or "Move to a spot where attacking is possible" or "Build units of type X, Y, and Z". Those commands could be explained to remove the ambiguity, but they can't stand alone.

Also, I would highly recommend chopping the chart into a sea units build chart and sea units move chart.

These statements also apply to the Air Units chart.


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 Post subject:
PostPosted: Sun Feb 25, 2007 5:22 am 
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I know, i need to update it >_>


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 Post subject:
PostPosted: Sun Feb 25, 2007 4:12 pm 
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Also, there is no cruiser vs. air and you have your greater and less than signs mixed up with the subs section.

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