ZergMazter
Prince
Hello
Inspired by my AI+Artillery research I decided to try something new with Air units.
You know how the AI likes to build the strongest of all units? I wanted to have an additional specialized bomber in my game that is stronger than the regular bomber, but best used against ground units.
I wanted the A-10 Warthog to take on that task. This is what I did and my tests are showing positive results so far:
1- I made the warthog stronger than the bomber on purpose but with lower range, so the AI would choose to build as its primary bomber, but I gave it the army flag, so that it is capped at some point and no more could be built. The A/D values are unavailable however the AI strat flags are intact, so the AI understands how to use it.
2- To specialize it different from the bomber I left the bomber with Deadly sea bombard, and gave the Warthug Deadly land bombard. It gets even better! Because the warthog doesnt have any A/D values it will instantly be shot down by naval forces with at least 1 point of AA if a strike is attempted vs them giving you the feel that its really a land based bomber. For the same reasons the warthog will not be able to damage fighters, but it has a chance to evade interception unlike the naval scenario, but if you were to get caught you would be downed for sure. They are very strong, but you will not be able to use them vs cities since their range is limited, and any AA will shut them down instantly (exept fighters).
3- The range is so short that The AI will be able to use them as intended, which is close combat against ground units. Since they are technically an army they will have a build limit, and then the AI should continue building the next most powerful bomber available (Bomber, Stealth Bomber)
I've tested from the human perspective and it works flawlessly. I gotta go to sleep, but when i wake up I will test if the absence of A/D values affects how the AI will build this units, and if it does I already got the fix for it.
The only issues I need to fix for real is that using the army flag requires you to mess with the unit's colors to turn it into an army color unit which is super hard to do for me for now, but this is looking seriously promising now!
I imagine you could do something similar with artillery, remove reg armies from the game since the AI sux at using them as they are. I think the Ai will be better off using them as I propose as 'normal' units, and instead turn the army limit into a logistic number which would allow you to build select unit combinations depending on the situation. As for the AI they might just build random stuff, but at least they will get to use armies for special units hehe.
I will finalize my testing after i wake up today 4/5/2015. Good morning already Its not even night time here anymore.
You know I just also realized this unit could be turned into a helicopter as well. Something the AI can use because even if its stronger than a regular bomber, so the AI could build it, it will cap at the army cap, then the AI will resume with the normal air build options.
Inspired by my AI+Artillery research I decided to try something new with Air units.
You know how the AI likes to build the strongest of all units? I wanted to have an additional specialized bomber in my game that is stronger than the regular bomber, but best used against ground units.
I wanted the A-10 Warthog to take on that task. This is what I did and my tests are showing positive results so far:
1- I made the warthog stronger than the bomber on purpose but with lower range, so the AI would choose to build as its primary bomber, but I gave it the army flag, so that it is capped at some point and no more could be built. The A/D values are unavailable however the AI strat flags are intact, so the AI understands how to use it.
2- To specialize it different from the bomber I left the bomber with Deadly sea bombard, and gave the Warthug Deadly land bombard. It gets even better! Because the warthog doesnt have any A/D values it will instantly be shot down by naval forces with at least 1 point of AA if a strike is attempted vs them giving you the feel that its really a land based bomber. For the same reasons the warthog will not be able to damage fighters, but it has a chance to evade interception unlike the naval scenario, but if you were to get caught you would be downed for sure. They are very strong, but you will not be able to use them vs cities since their range is limited, and any AA will shut them down instantly (exept fighters).
3- The range is so short that The AI will be able to use them as intended, which is close combat against ground units. Since they are technically an army they will have a build limit, and then the AI should continue building the next most powerful bomber available (Bomber, Stealth Bomber)
I've tested from the human perspective and it works flawlessly. I gotta go to sleep, but when i wake up I will test if the absence of A/D values affects how the AI will build this units, and if it does I already got the fix for it.
The only issues I need to fix for real is that using the army flag requires you to mess with the unit's colors to turn it into an army color unit which is super hard to do for me for now, but this is looking seriously promising now!
I imagine you could do something similar with artillery, remove reg armies from the game since the AI sux at using them as they are. I think the Ai will be better off using them as I propose as 'normal' units, and instead turn the army limit into a logistic number which would allow you to build select unit combinations depending on the situation. As for the AI they might just build random stuff, but at least they will get to use armies for special units hehe.
I will finalize my testing after i wake up today 4/5/2015. Good morning already Its not even night time here anymore.
You know I just also realized this unit could be turned into a helicopter as well. Something the AI can use because even if its stronger than a regular bomber, so the AI could build it, it will cap at the army cap, then the AI will resume with the normal air build options.