Feature: Strike Zone for bombers - Page 2

Feature: Strike Zone for bombers

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Torrasque wrote:... (like ctrl-move or ctrl-attack)
What does ctrl-attack do?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

PauloMorfeo wrote:
Torrasque wrote:... (like ctrl-move or ctrl-attack)
What does ctrl-attack do?
I was that if you ctrl-attack on a peewee, your units will attack all the peewee...but I retested it and now, I think I'm wrong :(

(I was so exited by Spring that the first time I played, I must have invented some feature :))
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I really don't like the current area attack feature, your bombers and stuff just attack random points within the circle. They don't target units within the circle, like area reclaim or area repair do (yes, area repair exists, it is teh L337).
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

FizWizz wrote:I really don't like the current area attack feature, your bombers and stuff just attack random points within the circle. They don't target units within the circle, like area reclaim or area repair do (yes, area repair exists, it is teh L337).
man, all those area*****s really just kinda snuck in, didn't they?
cain
AI Developer
Posts: 124
Joined: 09 Aug 2005, 10:04

Post by cain »

it's a good feature for bombers!
random area attack, for small areas.

still there is the need for another feature:
attack enemy in this area, as soon as
they show up. none of them is better, they
only have different uses.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

patrol function?...
cain
AI Developer
Posts: 124
Joined: 09 Aug 2005, 10:04

Post by cain »

patrolling give the unit the burden of a predefined path to follow, very bad for bombers wich become wildy inaccurate if bombing and manouvering
cain
AI Developer
Posts: 124
Joined: 09 Aug 2005, 10:04

Post by cain »

or this could be resolved developing specifics group ai wich will carry on in a clever way the patrol task (or provide a nice defend area/ attack area command) depending on unit used, so fighters will go after bombers first, bombers will bomb in fron on veichle, tanks will form a line of fire to sustan enemy damage and artillery will dispose on back of the formation to rip enemy aparts, then the famine in the wolrd would be resolved and earth should be placed in a never ending pace period and ... ops just wondering (TM)
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

So if we are gonna develop a Group ai that those ALL the work for us, whats the point of playing?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

agreed. patrol is good, manual control is good, we have a area attack which might have a use... quit your whining and get better at microing ur units ingame =)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

area attack targets ghosts.

if none, then it does the randomness.

it also targets for enemies within los.

if you do manually press "a" then targe the ghost it doesnt work that good as area bombing. (just select a small area.. containing your target.).

e: ough, must have had those ghosts under radar coverage.
Last edited by mongus on 09 Sep 2005, 23:20, edited 2 times in total.
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

mongus wrote:area attack targets ghosts.

if none, then it does the randomness.

it also targets for enemies within los.

if you do manually press "a" then targe the ghost it doesnt work that good as area bombing. (just select a small area.. containing your target.).
Acctually, I've found that it doesn't attack ghosts. It will, however attack radar blips and los.
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