how do you get energy in case of emegency? - Page 2

how do you get energy in case of emegency?

Please use this forum to set up matches and discuss played games.

Moderator: Moderators

User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

The E cost of a moho is too much in XTA tbh.
User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Post by det »

After further consideration, I now have the grand unified theory of reserves.

Imagine that you could put a unit in a "reserve" group in a similar way to selection groups. You would select the desired units and key ctrl-alt-#. After this, a slider, labeled by the group #, would appear below the energy bar. You simply drag that bar and the unit won't consume any energy past that level.

Example:
You have 3 berthas shelling the enemy base but you only want them firing when you have over 75% energy.

Solution:
You select the 3 berthas.
You key ctrl-alt-1.
You drag the "1" slider to 75%.

Example:
You see an aproaching peewee rush and need all your energy for the dgun.

Solution:
You select all units (ctrl-a)
You Delect commander.
You key ctrl-alt-2
You Drag the bar to 100%

Example:
You want to use the reserves for a simple priority system. So your advanced targetting will never stall your factories/defensive weapons and your factories will never stall your defensive weapons.

Solution:
You Set your advanced targetting to 50%
You Set all your factories and helpers to 25%.
You Set all your defensive weapons to 0%.

Another interesting idea would be for resource sharing to be implemented by a building instead of a built-in feature that could be controled like all other units.
Last edited by det on 02 Jun 2006, 20:34, edited 1 time in total.
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

That would be a really good idea for A group AI. I doubt it would actually get put into the game itself though. Sounds too much like cheating I expect :D
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

AF wrote:It was based on the fact that more metal generating structures where more efficient than others, for example if you add 10 moho metal makers to the metal maker AI and you broke even you where OK, but then if you added at the end a new type of metal maker that generated 1 metal for 20,000 energy and started to stall, the metal maker AI would go through the list from top to bottom turning off the mohometal makers first and thus in the end ALL metal makers would end up turned off.

Improved emtal maker IA however roders that list so that the most innefficient energy wasting structure is at the top, thus emanign moho mexes are at the bottom moho metal makers in the middle, and that nasty 20k metal maker at the veyr top, so it gets turned off first, allowing you to generate the maximum amount of metal for the minimum energy.

Someone put that in the wiki for me? Give ro take a few corrections..
/me bows before AF king of cookies house apliances, mircrowave popcorn and virtual satisfaction in general.

great thanks!

the 2 ais in my general category are now ETA and this metal maker handler.
Asteriw
Posts: 3
Joined: 14 Jun 2006, 04:31

Post by Asteriw »

really ? :) :)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

^Spam.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, try the new ETA AI then, it's in the XE8.1 RC8 download, tells you when units dotn ahev the energyt o fire their primary weapon, the ETA till a building/unit under construction gets finished, and I fixed a bug and made it all colour coded and much easier to see (I tried to outline the text in a black border)
Post Reply

Return to “Ingame Community”