Page 1 of 1

YMSAI brainstorming

Posted: 28 Jun 2011, 21:35
by yanom
So I've been working with YMSAI, a fork (or perhaps continuation) of SchwarmAI.

I added logic to it that would send it's army to any point where a unit was killed by enemies.

One of the problems with this logic was that it could not fight effectively in two areas at once, because it would send the ENTIRE army to any point where fighting broke out.

So I added code that divided it's army into four squads and sent ONE randomly selected squad to any point where a unit was killed by enemies.

Is there anything you think I could do to improve the squads feature (make it handle squads better or something), or should I move on to the next improvement I plan to make (bring back cloning without paralyzing it's economy)

Oh, and if anyone wants to help out with YMSAI, please do.

Re: YMSAI brainstorming

Posted: 28 Jun 2011, 22:41
by PicassoCT
Allow squads to call for backup by other squads-

also allow a harass&showmod- meaning, when a squad knows its overpowered, if by default trys to drag the fight out as long as possible, keeping the enemy buisy

Re: YMSAI brainstorming

Posted: 28 Jun 2011, 23:56
by yanom
PicassoCT wrote:Allow squads to call for backup by other squads-
This happens automatically - if a unit in a squad is destroyed, another squad is called.

Re: YMSAI brainstorming

Posted: 29 Jun 2011, 00:09
by knorke
bring back cloning
that is imo most important.
I think if used correctly, cloning is the most powerfull feature of the drones.

Re: YMSAI brainstorming

Posted: 29 Jun 2011, 00:46
by SanadaUjiosan
knorke wrote:
I think if used correctly, cloning is the most powerfull feature of the drones.
Most definitely.

The squad system sounds like a good idea, I think ultimately it could prove to be a challenge to play against.

Re: YMSAI brainstorming

Posted: 29 Jun 2011, 02:11
by yanom
ok. squad system is on hold. Now, how to bring back cloning...

*wheels turning*