All Ships Fire In One Target
Post ideas and suggestions on new features or improvements here.
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posted on January 18th, 2005, 6:31 pm
Well. I'm tired of all my ships firing at one wessel that comes first. Well it is destroyed for sure, but the rest is another story.
What I'm proposing is another AI menu, that gives You an option to set attacking mode - You could set all ships to fire at nearest enemy, or You could make them fire at multiple enemys.
I think that it could be made in this way. When You set this option to multiple enemys - the ships would not fire for about 0,5 sec after getting in range, and then targets should be reset. This way many od Your ships will acquaire different target locks. Or You could rework AI in the future.
What I'm proposing is another AI menu, that gives You an option to set attacking mode - You could set all ships to fire at nearest enemy, or You could make them fire at multiple enemys.
I think that it could be made in this way. When You set this option to multiple enemys - the ships would not fire for about 0,5 sec after getting in range, and then targets should be reset. This way many od Your ships will acquaire different target locks. Or You could rework AI in the future.

posted on January 18th, 2005, 8:02 pm
sawnds like a good idea.
and make difrant hot-keys to slect fiering modes fast in battals.
and make difrant hot-keys to slect fiering modes fast in battals.
posted on January 18th, 2005, 8:25 pm
I asked something alot like this but it was rejected for reasons I can't remember.
posted on January 18th, 2005, 9:29 pm
good idea but impossible to do without the sourcecode 

posted on January 18th, 2005, 9:53 pm
That sounds about right.
posted on January 19th, 2005, 12:47 am
When You set this option to multiple enemys - the ships would not fire for about 0,5 sec after getting in range, and then targets should be reset. This way many od Your ships will acquaire different target locks.
Is this possible? Perhaps dynamically changing the weapon ranges of different ships? Like if you have a fleet of Excelsiors and you don't want them to waste their torpedo bursts on the same two destroyers which are in front of a bunch of battleships, set the torpedo range on half the Excelsiors really short? I understand you can't change that ships will auto-target the nearest enemy, but this would be a vast improvement over the current game.
posted on January 19th, 2005, 3:52 am
Is there some kind of decoder to use to find the source code? I know of someone who might of gotton parts of the A1 code. (If thats any help.)
posted on January 19th, 2005, 3:59 pm
Is it really impossible, i mean what about putting the code in the phaser which stops other ships attacking the one you're firing on. It has its draw backs, as in if say 1 ship is attacking you then only one ship will attack it back at once. There are very few things that cant be worked around.
posted on January 19th, 2005, 5:14 pm
one thing i whood like to see is having sawt ships to move arawnd dring a batal and chage thare targets evry naw and than. justifing the idea thare harder to toret.
you cood evin posibaly apliy this to uther ships to but the biger the ship is the less it will move dring a battal.
will this work?
you cood evin posibaly apliy this to uther ships to but the biger the ship is the less it will move dring a battal.
will this work?
posted on January 19th, 2005, 6:26 pm
Last edited by Azraael on January 19th, 2005, 6:29 pm, edited 1 time in total.
Or maybe could You make option that ship attack only some ships, f.e. only cargo, or only battleships, or only medium. This way destroyers would be handled by assaults, and battleships by battleships etc. I believe I've seen that in action in Submarine Titans some few years ago. Shouldn't be too difficult to do.
ps . in Submarine Titans there was this option, that damaged craft automatically returned for repair (first had to set % of damage before returning for repair) - and that was great option.
ps . in Submarine Titans there was this option, that damaged craft automatically returned for repair (first had to set % of damage before returning for repair) - and that was great option.

posted on January 20th, 2005, 1:12 am
Yes I would love the day that my ships don't go after the research facility... before they deal with the ships defendign it, but like optec said that lovely "source code" which is not only pain in the but computer language but also illegal, I only know of select individuals with years of training who have actually altered that code of which I shall strongly hint at but never mention... but I am not at liberty to disclose their names, or any information for that matter, as last time I checked Mac Doc still has legal rights to it...
posted on January 20th, 2005, 1:34 pm
That would be really cool.
Perhaps you could ask them very friendly for giving you the code^^
Perhaps you could ask them very friendly for giving you the code^^
posted on January 20th, 2005, 4:04 pm
I still think the code: "forceInvalidateTarget = 1" would work well combined with a moving formation in which the ships will either circle of go back and forwards, which are possible because it was in the original. What would happen is your ship would fire on an enemy ship and also move past it when it had finished firing it would move on to the next target as another ship will likely take up firing upon the one it was firing on.
posted on January 20th, 2005, 4:17 pm
forceInvalidateTarget marks an hostile target as "do not attack". used for the holding beam for example. that way your ships would just stand still and get shoot cause every hostile unit which got attacked once is no an invalidate target
posted on January 20th, 2005, 8:46 pm
yeh i know what it does, it would make it an invalide target for other ships except the one that was firing on it while it was firing so your ships would attack different ships, the only problem being that if you have more ships than the enemy then they will not attack
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