Changes between Version 2 and Version 10 of Ticket #2010


Ignore:
Timestamp:
Aug 16, 2013, 1:21:26 PM (11 years ago)
Author:
sanderd17
Comment:

I commited the things that were clearly an improvement.

I didn't commit "forced attack", as it didn't work with entities that had no UnitAI. So that should be fixed first.

I also didn't commit the "restricted classes", as that would more or less work together with the "preferred classes", which wasn't really well done so far.

I did edit the quinquiremes to be on par with ballistas, statistics wise.

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  • Ticket #2010

    • Property Component Core engineUI & Simulation
    • Property Keywords review removed
    • Property Milestone BacklogAlpha 15
    • Property Owner set to sanderd17
  • Ticket #2010 – Description

    v2 v10  
    11I tried to improve the buildingAI in the following ways:
    22
    3 * Better arrow spread over time(see #2009)
    4 * Reduce the number of loops. With the old code, it would even try to shoot if no units were in the range, just to find on the end of the loop that it can't. This won't happen anymore as the timer is only started when a unit comes in the range.
    5 * Implement the RepeatTime and PrepareTime Attack tags as a building also has to prepare when starting to attack
    6 * Implement an "ArcherClasses" tag, where you can choose for which classes extra arrows will be rewarded
     3* ~~Better arrow spread over time(see #2009)~~
     4* ~~Reduce the number of loops. With the old code, it would even try to shoot if no units were in the range, just to find on the end of the loop that it can't. This won't happen anymore as the timer is only started when a unit comes in the range.~~
     5* ~~Implement the RepeatTime and PrepareTime Attack tags as a building also has to prepare when starting to attack~~
     6* ~~Implement an "ArcherClasses" tag, where you can choose for which classes extra arrows will be rewarded~~
    77* Implement the RestrictedClasses tag, and restricted buildings from attacking other buildings (just as a test, if you think it's no good idea, those changes can be reverted)
    88* Implement forced attack. When an attack is forced by UnitAI (and the target can be reached), all arrows will have the same target.