|Posted By: Compusmurf (2004-10-22 16:10:08) |
I've updated the A10 to 1.5x format.
Works great, however, I have a question. It was "attached" to airbases only. When I capture an airbase now, it automatically starts to build without me choosing. Is this default behaviour or did I mis-set a switch when building?
PS. Tully, post some kind of update for us. IE the latest alpha build or something. We're all anxious to see what further changes have been done.
Also, congrats on the kiddos.
|Posted By: Tully (2004-10-23 09:16:04) |
It has always started to build something without you choosing it was just a matter of what.
Can zip up the mod and post it here so I can take a look at it. What is happening is the A10 is probably ending up first in the list for the airbase rather than last.
Did you change the priority setting of the unit. For a script you build it should be greater than 90. That sorts it back into the script list and makes sure that the base units are loaded first in the cities (though there could be a bug with this code.)
I don't have a build that's in playable condition. As soon as I do I will post it.
|Posted By: Compusmurf (2004-10-23 09:38:11) |
I didn't change the priority or anything. I used unitmaker. I saved the pwu file so you can see it. (Included in zip as well).
Ha. Maybe it sorts alphabetically! :)
|Posted By: Tully (2004-10-23 09:39:14) |
Ya never know. Ive done dummer things. :)
|Posted By: Compusmurf (2004-10-23 09:42:14) |
What are you doing up so early!
|Posted By: Tully (2004-10-23 09:49:29) |
It's almost 10am here. Ok, here is the deal. The script you built doesn't have priorities in it, and your version of Pocket War isn't complaining about that so priority is something I have in my version that you don't have in yours. I thought it was in the alpha, but I guess it isn't.
So the next drop when I get everything stable again will have a concept of priority on the RegisterCity and RegisterUnit calls. That priority determines what order the script call backs in called in. This has two effects, it allows you to make mods of mods, and to make sure that the parent mods are loaded before the child mod. It also allows you to order the units in the city (to some extent.)
|Posted By: Compusmurf (2004-10-23 09:53:07) |
Ok, I can live with that. Question, since it becomes the default unit now, does that mean the computer will use it too????
Geez, you're right about the time. Thought I got up earlier.. Ugh...
|Posted By: Tully (2004-10-23 10:00:28) |
The way the computer using units is totally different now. The units have a purpose something like "-killground-killair" that tell the computer what they are used for. The AIs can then choose units based on what they are good at, how long they take to build, etc.
So, yes the computer can use every unit you create now, but no it may not choose to build that one. Depends on what it is trying to do.
Bascially, this is accomplished with a new script command that can be called from the AIs. selectUnitWithPurpose( string typesToChooseFrom, string purpose, int buildTime, int limitMatches, string move ). That will choose the best unit from a list of types with a specific purpose, that is closest to the build time and with a certain move type. Some of those fields can be blank if the AI doesnt care. And the limitmatches if set to more than one will take the closest X matches to the query and return back a random one. (dont want the game to be to predictable)
Also, I noticed your version doesn't have the attack city code in it. Now units "Attack" cities and "damage" them. When the city reaches zero points it changes sides. I really need to stabalize the game and pop out another alpha because that change makes the game a lot more fun to play.