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A question for Submarine:

Posted: 24 Nov 2006, 01:50
by VonGratz
A question for Submarine:
Did the AAI can build in some % the pads for the new limited radius/munition supply if applied to a mod?
Im talking about the new E&E Beta ,that already utilizes it, and my own thinkings about this.
Its amazing the changes that can be made in tactics, carrier operations and a lot of another things.
Im thinking about one replenishment airpad, that can include aircraft carriers when in sea/land map, for each 8 to 12 planes (or groups according to each cfg mod file) built or flying(?).
The only trouble is to rebalance the airforce, that now needs, IMHO, more hitting points, because the limited weapons number onboard, to stand the still alive AA defenses because this change (reduction) of firepower.
The good points is that carriers and also long range strategical bombers
role now are very near to the reality & the game of trade between bombs/missiles/rockets payload versus range now can create interesting diferences between the until now counterpart units.
VonGratz :wink:

Posted: 24 Nov 2006, 01:52
by AF
I wasnt aware AAI was able to use the hubs since technically they're units not factories with a maxspeed of zero, and AAI cant handle units building untis.....

Posted: 24 Nov 2006, 03:13
by VonGratz
I think that this is a diferent thing.
HUB is a
builder=1;
without the
Tedclass=PLANT;
Airpads dont build anything, they are only repair bases with the line....
Isairbase=1;
Normally planes are coded to go to the airpads when needs refit.
The new fbi tags only add a return order after the plane flight for a determined distance.
The only need of the AAI is to determine that a X number of airpads and/or carriers (sea maps) would be built when a Y number of vtol attack groups would begin to be created, or something similar.
VonGratz

Posted: 24 Nov 2006, 04:17
by AF
oooh

Posted: 24 Nov 2006, 07:16
by yuritch
I think what AF means is AAI won't work with the new EE at all because it has hubs. Hubs are units building units, and AAI doesn't support that. So, if there is no way to access the buildtree without hubs, AAI cannot play that mod at all.

Posted: 24 Nov 2006, 11:28
by AF
AAI cant do units building units or buildings building building, which is what hubs are meant to be.

If you try and do it as it is now it sees units building units problem, but if you detect the hub via speed <1 as a factory then you can build the hub but then your stuck with the buildings building buildings problem.

imo the following things would give AAI a huge kick-start for the next 6 months

a) units building units
b) buildings building buildings, general hub support
c) default config files
d) the ability to edit/revise/update the unit data tree, and insert or remove units permanently or temporarily

Those are internal architecture changes that would give a big impact. It would give AAI true universal mod support, allowing it to be used anywhere, and it would reduce a lot of the user editation challenges that face users who update mods.

And as a final addition:

e) d-gunning

The code for d-gunning should be trivial, it's been around for almost a year now since OTAI did it, and has been expanded on heavily by NTai and KAI. It seems though that submarine knows this and has said he's reconsidered adding it not long ago, so I wouldn't be surprised if basic reactive d-gunning was in AAI 0.8

Posted: 24 Nov 2006, 18:07
by VonGratz
Thanks Yuritch, and AF.
Now I understood both :idea: . and you are right about E&E HUBS with AAI.
But....... Im interested in this for my mod, the TA-BattleFleet, that not have any HUBS, and then, it can utilize airpads, if AAI would be proper oriented. :wink:

VonGratz :wink: