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AI and fire/art

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Date Editor Before After
5/13/2018 11:19:46 AMNZrankWetapunga before revert after revert
5/13/2018 11:17:44 AMNZrankWetapunga before revert after revert
Before After
1 The AI really needs some damn friendly fire protection system 1 The AI really needs some damn friendly fire protection system
2 \n 2 \n
3 When the AI has built up a few Merlins and has them hanging around base (happens a bit on island maps) doing a hot drop bombing run with transports tossing units into their base is a recipe for cheese, as the units get quickly murdered but call down enormous damage on the AI as the Merlin's (and any other arty unit that just found a target in rage) level half their base trying to kill it. 3 When the AI has built up a few Merlins and has them hanging around base (happens a bit on island maps) doing a hot drop bombing run with transports tossing units into their base is a recipe for cheese, as the units get quickly murdered but call down enormous damage on the AI as the Merlin's (and any other arty unit that just found a target in rage) level half their base trying to kill it.
4 \n 4 \n
5 It gets especially nasty with Dantes or Phoenix, drop anything in front of them and acres of their base will be on fire. 5 It gets especially nasty with Dantes or Phoenix, drop anything in front of them and acres of their base will be on fire.
6 \n 6 \n
7 7 I wonder if it would be possible for an AI module to be written that compares the damage area of a weapon, to the value of units in the target area, and holds fire if the friendly value is significantly above that of hostiles. Wouldn't need it on all units, just the high damage area of effect ones, which have a relatively long reload cycle so it shouldn't be a frequent process causing lag.