Group AI Range selection

Group AI Range selection

Requests for features in the spring code.

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Snipawolf
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Joined: 12 Dec 2005, 01:49

Group AI Range selection

Post by Snipawolf »

I think an AI with the longest ranged units should be shoved to the back if given a move order :P
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KDR_11k
Game Developer
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Post by KDR_11k »

I seem to recall a claim that alt-move already does that.
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Snipawolf
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Post by Snipawolf »

Alt-move, never tried it...

I'll get on spring and see...

Nope, it kinda did, it went rocko, warrior, (something), peewee, jethro...

(almost a straight decrease in range)

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^^^ In a line like that!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

no, dragging a move comamnd into a line does that.
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Snipawolf
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Post by Snipawolf »

Yea, but Alt-right click (move) did it too!
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LordMatt
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Post by LordMatt »

I think alt-move makes a square formation.
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Snipawolf
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Post by Snipawolf »

Maybe I should get 25 peewees some time and test?
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

it isn't perfectly square, but alt-move does do an automatic row formation. It does put the longer range units 'in back' in a way. What it does is puts them in order from lowest range to highest range in the rows that are there, but it does not make seperate rows for different ranged units, which makes it harder to see that it even arranges them by range in the first place.
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Snipawolf
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Post by Snipawolf »

Mine went from left to right with decreasing range, ended up with a peewee, then a jethro :shock:
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