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-   -   Question for AI Modders on troops (http://forum.shrapnelgames.com/showthread.php?t=3093)

PvK May 16th, 2001 12:44 AM

Re: Question for AI Modders on troops
 
I think the "Drop Troops If Carrying" tactic has to be the primary one - the tactic for the non-troop ships should be the secondary one - I think.

PvK

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Deathstalker:
possible idea....A few people have modded attack ships to carry minesweepers (and the other way around). How hard would it be to have an attack ship with a few cargo bays for troops?? Set the Optimal Firing range 2ndary attack to 'capture planet'. Now the only problem would be to get the AI to load troops and not just population or something else.

Will have to try this myself later......

Anyone else have pros/cons/impossibility of this idea??

<HR></BLOCKQUOTE>


Q May 16th, 2001 10:46 AM

Re: Question for AI Modders on troops
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Deathstalker:
Q: sudden brain burst http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif, this fleet.txt idea of yours. Have you thought of including fleet strategies??? ie, set different styles of fleets with goals in mind (guard wormhole&lt;pick target&gt;, attack target&lt;enemy homeworld&gt;, defend target, colonize target etc), that way there could be a specialized 'attack homeworld fleet' or 'capture planet' fleet that will use the appropriate strategy from the files and upload troops/pop etc to achieve that goal.

Food for thought........

<HR></BLOCKQUOTE>

Absolutely, that would be my idea to have different fleet types for different purposes with different compositions!



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