Patrol Behavior

Patrol Behavior

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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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Patrol Behavior

Post by Argh »

Hey folks... sorry to... um... bring up another feature request... but Patrols are broken, and I'd like to see them fixed.

In particular, Patrol for Builders are broken. Take a Fark... put it on Patrol near a Builder making a building. Works just fine... until there's nothing going on close enough to the Fark. Then the Fark idles, and will never, ever begin doing anything in the Patrol area/path again, even if you have damaged buildings or new things being built. Kind've annoying. Dunno whether anybody else has noticed this or not...

Also... I think that Patrollers need more controls available. For example, ALT+SHIFT+Patrol should allow Patrols with matched unit speeds... and Builders that can Resurrect should do so as a choosable option, instead of always reverting to Reclamate. Just a thought... it'd further reduce micro, and give AI devs, among other folks, another good toy to play with.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I plan evantually to seperate sub unti AI into dll's as the groupAI and globalAI are done, then make some mechanism to allow custom dll's to be used by mods, which would allow you to change the above behaviour for different types of units.

But alas I have to great a workload already.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Aircraft patrols can be quite frustrating too; if you have a defensive patrol running, and an enemy aircraft comes within sight, your units will attempt to kill that aircraft, which is fine, but they won't return to their patrol until their targeted unit is dead (if I have observed correctly), meaning that patrolling aircraft are very frequently lured to fly over AA-intensive bases.

Aircraft should attempt to engage units it runs into on its patrol, but should only stray a certain distance from its patrol route. I need to rely on the fact that my defensive patrols will remain in place.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

have you tried instead of a area patrol a 2 point patrol ?
maybe the area thing is messed (just a guess)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Both types of Patrol don't work right. They work just fine so long as Builders in the area are doing something, but then fail. I think it's some sort've hangup in the mini-AI that controls units on Patrol.
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