Post by Major Pain on Jan 7, 2015 0:42:57 GMT 1
The Commands like Stand Ground and Ambush are controlled inside the AI. The player must activate a button, where the AI players actions are hard coded inside the AI Script. The AI uses a default script that dictates all of the AI actions. One thing that AI knows before the player are the Pathfinding issues. It actually plots courses using waypoints to various areas of a map in the opening sequence of play. Actually the AI cheats and knows where 100% of your army resources are. It hands that data over to the Lua Script within the game.
We have 64 possible binary command codes... 40 of which can be directly access for use in the Command part of the 1.xml. The other 24 are assigned but the map creator can only assign 5 of these for other uses.... all of these are LUA Scripted aircraft. 19 codes are used for other purposes that we do not have access to. Since GEN II will have an overhauled Binary table, some of the ones that we use currently will be reprogrammed to add something. I've already filled the command binaries with new definitions and code where 63 will be used in the 1.xml. Things like towing a tank, or resupplying a specific item will have new codes. We are testing the FUEL aspect and added FOOD to the Supply Chain. The idea is to challenge both the Human Player and AI to support their forces. Moral has been added back in and will influence the game more than I had estimated. We have added several Moral stages for all units... Infantry can be shocked and refuse to fight for example. We're hoping to add the surrender command as an option for both sides. Surrender is based on the Moral values, but also includes a table for analyzing conditional attributes of the unit, ammo supply, fuel supply, attrition by loss of personnel or crew members.
And to answer your question... once the command to stand ground is given... it only applies until the unit moves under AI or player control. You will notice these highlighted buttons will turn off. So these commands are only good until a condition changes it. Stand Ground has extreme advantages as a defender under the AI... and also the Human Player. The AI will never provide the command for a unit to entrench. This command must be Scripted in LUA or under the Mobile Reinforcement section of the MapEditor.
Unfortunately, these commands cannot be used together. They are either or, not stacked. If you apply Stand Ground to a unit that is entrenched, the entrench bonuses are lost and reduced to stand ground. The unit is free to turn or move. In entrench, the unit does not move... and only turns a turret to attack.
As for a table of the Bonuses I discussed earlier... it is written form and illustrated for another HOW TO Tutorial. Recent developments by Kodax will reflect some changes... but the document is not ready for release. Hopefully, I can release the first installment later in the spring.
All of the button commands can be given in a SP Script or a MOD Script.
We have 64 possible binary command codes... 40 of which can be directly access for use in the Command part of the 1.xml. The other 24 are assigned but the map creator can only assign 5 of these for other uses.... all of these are LUA Scripted aircraft. 19 codes are used for other purposes that we do not have access to. Since GEN II will have an overhauled Binary table, some of the ones that we use currently will be reprogrammed to add something. I've already filled the command binaries with new definitions and code where 63 will be used in the 1.xml. Things like towing a tank, or resupplying a specific item will have new codes. We are testing the FUEL aspect and added FOOD to the Supply Chain. The idea is to challenge both the Human Player and AI to support their forces. Moral has been added back in and will influence the game more than I had estimated. We have added several Moral stages for all units... Infantry can be shocked and refuse to fight for example. We're hoping to add the surrender command as an option for both sides. Surrender is based on the Moral values, but also includes a table for analyzing conditional attributes of the unit, ammo supply, fuel supply, attrition by loss of personnel or crew members.
And to answer your question... once the command to stand ground is given... it only applies until the unit moves under AI or player control. You will notice these highlighted buttons will turn off. So these commands are only good until a condition changes it. Stand Ground has extreme advantages as a defender under the AI... and also the Human Player. The AI will never provide the command for a unit to entrench. This command must be Scripted in LUA or under the Mobile Reinforcement section of the MapEditor.
Unfortunately, these commands cannot be used together. They are either or, not stacked. If you apply Stand Ground to a unit that is entrenched, the entrench bonuses are lost and reduced to stand ground. The unit is free to turn or move. In entrench, the unit does not move... and only turns a turret to attack.
As for a table of the Bonuses I discussed earlier... it is written form and illustrated for another HOW TO Tutorial. Recent developments by Kodax will reflect some changes... but the document is not ready for release. Hopefully, I can release the first installment later in the spring.
All of the button commands can be given in a SP Script or a MOD Script.