One way to think, AI is always better enemy than human because it can control every single unit as that single unit would be human controlled. But there is still too many reasons why AI is not better player.
Human needs to do so much micromanagement to get good attack/defence plan. I enjoy much more multiplayer matches where is two teams but one team has 2-3 players to control units. There are so much more variations and different attack combinations that it's much nicer to play than 1 vs 1 or 3 vs 3 (even it is 1(3) vs 1(3))
Desperado game (Commandos kind game but western) had nice feature to control all six character. User recorded actions for everyone and then clicked "play" (watch) and all six character did what player was recorded, in same time. So instead user was ordering one by one characters to do something, user just made macro. So one character did throw dynamite behind corner against group of enemy, second shooted two guards, third sniped one guard and last one did hit with fist one guard. All same time and everything worked if everythin was planned right and done with good timing.
I suggest same kind macro for TA Spring. Player could record macro and then play all actions by same time. Macro would have move/attack orders or load/drop orders.
By this way, user could record group 1 to move waypoint 1 - 8 and then attack first to target 1 and then target 2 and then retreat.
same time macro includes group 2 to move own waypoint 1-3 and drop units to place 1.
And group 3 moves waypoint 1-2 attacks target 3 and moves waypoint 3 - 5 and attacks target 4.
When player has recorded group actions, player adds units to groups. Player takes 10 bombers and assign group 1 to those units. Then takes unit carriers what is carrying units already , assign group 2 to them. And then takes different units and assigns group 3 to them.
And then player takes group of other units and starts controlling them itself, same time player push "play" button and groups 1-3 starts working as macro is recorded.
This would allow much greater wars in big maps. It takes some part away from "skill of speed" but it allows greater "tactic skill".
Synced attack would allow big attacks in correct order. Like first bombers strikes to ground defence and then ground units gets trought defence line and strikes to air defence and 5 seconds after that there comes second air attack what starts bombing prealligned targets.
And everything happends same time.
This would need ETA timer for recording to get better sync so player knows what is difference in timing by different groups.
And this would allow recording better videos for TA Spring (against AI) to promote Spring, thanks to macros.
recorded attack macros and synced attack plans
Moderator: Moderators
Re: recorded attack macros and synced attack plans
We have the wait command, hit shift-W to queue it and W to tell the units to proceed. Does pretty much what you want. There's some additional variants that are undocumented, if you can figure out what they do they might be useful.
Re: recorded attack macros and synced attack plans
[enter]i have to use potty[enter]
pause
maek que
unpause
[enter]im back[enter]
pause
maek que
unpause
[enter]im back[enter]