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 Post subject: basic attack flowchart
PostPosted: Mon Mar 12, 2007 3:22 am 
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i just drew this up quickly based on an idea i had. the x,y would depend on the unit (ie, a tank would go for an AA but not a megatank). priority would come into effect, but i didn't have time to add that in. i just wanted to know if you thought it was any good

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PostPosted: Mon Mar 12, 2007 3:27 am 
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"find nearest repair"

There should be an option to use crippled units as meatshields.

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PostPosted: Mon Mar 12, 2007 3:57 am 
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"find nearest non-deployment repair" would be better.

lol GBA AI blocking thier own bases.


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PostPosted: Mon Mar 12, 2007 4:59 am 
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maybe crippled meatshields should be in a defense AI, i dunno. it was only basic, as i said.

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PostPosted: Mon Mar 12, 2007 7:17 am 
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This is too simple - preferably there would be a step that would do something like

-calculate damage in G to enemy
-calculate damage in G taken on counterattack + and on opponent's turn
[what if the AI commits 2 units within range to attacking that unit?]
-calculate damage in G to enemy
-calculate damage in G taken on counterattacks + and on opponent's turn
[what if the AI commits 3 units within range to attacking that unit?]
...
[what if I commit all units within range to attacking that unit?]

Attack sequencing is going to be the most difficult, since the best AI would be able to "look ahead" one turn for every possible move, and figure out which one would be the best.

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PostPosted: Mon Mar 12, 2007 7:20 am 
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a priority list may have to be made out for each unit...

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