Warzone2020 Propulsion Revisited
Posted: 22 Jul 2020, 19:13
"Wish" list
*Function C=1000/tileDifficulty for the A* algorhytm. So AI use roads and avoid dirt
*Function D=1+1*isTileOccupied() for the A* algorhytm. So AI consider avoiding obstacle during patfinding
*Run the A* a bit more regularly so droids change courses if needed.
*Set the tile impassibility based on map/mod data (right now it'S hardcoded deep in the code) (allows copters and insect legs)
*Test correctly traversability for factory production. So boat rezz on water and train rezz on track.
*Speaking of tracks, Add greek letters at least 6 (Alpha, beta, gamma,delta,epsilon,zeta). To propulsion type, tile type, weapons type, etc). So Modders can, if desired, add horses, paved road and spears.
Please comment, I put "wish" in quote because I could just as well do it for xmas if people are interested and the devs, this time, press the button when I'm done.
August 21 add:
*Alpha, beta, gamma,delta weaponClass ("heat" & "kinetic")
*minimumDamage for bodies (default 100). (body.minimumDamage*weapon.minimumDamage)
*Function C=1000/tileDifficulty for the A* algorhytm. So AI use roads and avoid dirt
*Function D=1+1*isTileOccupied() for the A* algorhytm. So AI consider avoiding obstacle during patfinding
*Run the A* a bit more regularly so droids change courses if needed.
*Set the tile impassibility based on map/mod data (right now it'S hardcoded deep in the code) (allows copters and insect legs)
*Test correctly traversability for factory production. So boat rezz on water and train rezz on track.
*Speaking of tracks, Add greek letters at least 6 (Alpha, beta, gamma,delta,epsilon,zeta). To propulsion type, tile type, weapons type, etc). So Modders can, if desired, add horses, paved road and spears.
Please comment, I put "wish" in quote because I could just as well do it for xmas if people are interested and the devs, this time, press the button when I'm done.
August 21 add:
*Alpha, beta, gamma,delta weaponClass ("heat" & "kinetic")
*minimumDamage for bodies (default 100). (body.minimumDamage*weapon.minimumDamage)