Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 3 Archive => Topic started by: Red Spot on February 22, 2008, 07:49:58 AM

Title: AIP stage-points
Post by: Red Spot on February 22, 2008, 07:49:58 AM
Just a thought (as in I think I can manage to put it in game using the source-code myself, but it may be interesting enough for ....)

Have been playing with AIP's and want to set them up to work based on different .. er .. player-conditions (like the siege and assault-plans already sort of do) but this would only realy come to its right when the AI knows a bit beter where it can stage attacks ..

like;
When the siege-plan triggers you pretty much know the AI is being pressed and most likelly fighting for its existance, so why send them out to a stagepoint 1/2-way across the map? If we can use stagepoints say like sstage1, sstage2, ... to indicate siege-plan stage-points we can make the AI a bit more .. er .. interactive and give the impression the adapt not just their unit-building (AIP's) but also how they are being send out and where they can come from ...


Personally I'd use this to make more variations to AIP's and try to get the AI to behave slightly more stategic in their attacks (like not sending an attack of medium units through the frontdoor ...)


As I started out with, its a thought, something I hope GSH and others coders may give some thought, just to get the concept under the public and see what may come of it ..  :-)


G
Title: Re: AIP stage-points
Post by: Red Devil on February 22, 2008, 09:06:14 AM
*yawning foggily* I asked in PB4 for the ability to specify the stage points used a few months back, but I can't recall if it was added or rejected yet (no coffee yet).

Also, there are now 32 possible stage points to use in 1.3 now.  Also, DefendArea is useful in siege plans.
Title: Re: AIP stage-points
Post by: Red Spot on February 23, 2008, 08:38:25 AM
Thanks for the info Red Devil ..

I know about defendarea and adapted it from Wug's (insane)AIP's, though what I'm more or less after is the ability to stear the AI in certain directions, AIP's can be triggered from the AIP's themselves so by say checking if an outpost exists you could send a cons. out to rebuild it and have the stage-points be around that area to cover the cons. without actually assigning protection to it, than when the outpost is rebuild by triggering an other AIP you can again have the stage-points behind the safety of the outposts GT's .. etc etc ..

What I hope to do, eventually, still finishing up the concept of my mod, is make an AIP-set based like stage-points themselves so you can have "aip_ii_a" "aip_ii_b" ... up to "....._z"(something reasonable..) and than use stage-points like "a_stage1" "a_stage2" (putting back the max. to say 6 stage-points/AIP)


G
Title: Re: AIP stage-points
Post by: Red Devil on February 23, 2008, 03:04:28 PM
I searched and couldn't find where I had talked about it/asked for it, so I added it to the bug tracker (again?).
Title: Re: AIP stage-points
Post by: TheJamsh on April 25, 2008, 07:14:26 PM
is there just a hyooooog list of stage points somewhere?

everylittle helps

im sure nielk1 has plenty on the wiki about it, i jsut cant be bothered to look see
Title: Re: AIP stage-points
Post by: Red Devil on April 27, 2008, 02:17:55 PM
Stage points are named stage1...stage4 in 1.2.

stage5...stage32 are now available to use since PB1.