From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 12131 invoked by alias); 8 Jun 2003 20:01:49 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 12073 invoked from network); 8 Jun 2003 20:01:48 -0000 Received: from unknown (HELO web13115.mail.yahoo.com) (216.136.174.183) by sources.redhat.com with SMTP; 8 Jun 2003 20:01:48 -0000 Message-ID: <20030608200147.91518.qmail@web13115.mail.yahoo.com> Received: from [64.166.23.182] by web13115.mail.yahoo.com via HTTP; Sun, 08 Jun 2003 13:01:47 PDT Date: Tue, 10 Jun 2003 01:51:00 -0000 From: Elijah Meeks Subject: Re: Supply and AI To: Hans Ronne Cc: xconq7@sources.redhat.com In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2003/txt/msg00200.txt.bz2 > I see. Well, that explains why the xconq AI is > perplexed, too. It expects > to be able to move its units after creation. > Eventually, it might be able > to figure out that it needs armies to "ferry" free > units, but the transport > code is not too bright, so don't count on it. > > You are really trying to do something for which > xconq is not designed: move > groups of units as one unit. A better way to > implement the army concept > might be to use multipart units, something which is > supported in xconq. When I began writing CIL in xconq, I used multi-part units, but it didn't work out. I might try them out now that I understand xconq a little more. However, the AI does a pretty good job of using the Armies and Fleets (Kudos to whoever did the AI) and the only problems I see are the aforementioned transport problem, the combat resolution (due to protection) and that the AI likes to build enormous quantities of empty Armies and Fleets because they're cheap (Which is my fault, because from a game sense this is a smart strategy). The first issue will be resolved by replacing Transports with Transport Fleets (More detail below) unless there's a fix in the code. There's not much I can do about the second, as I see it, and any help on that matter would be appreciated. For the last issue, I placed limits on Armies and Fleets, but the type limits appear to be absolute, so that you can only have 6 Armies over the course of your entire game, whereas I wanted 6 armies in play at one time. Overall, I'm happy with how the AI handles the mechanics, and you can see when the game starts up, it does all right with the armies and fleets in play. I just need to price out Armies and Fleets to where the AI buys them sparingly, or limit it properly. > >Transports have very little functionality as is, > >though, because it doesn't seem you can load > >sub-occupants. I'll probably need to cut them > loose > >from the whole Fleet/Army system, anyway. > > I'm not sure what you mean by that, but you can > certainly load occs that > have their own occs if things are set up correctly. That does work, what doesn't is trying to load occupants onto units that are already occupants. In the parlance of CIL, I can load three Marine Divisions onto a Transport and load that Transport onto a Fleet, but I cannot load three Marine Divisions onto a Transport that is itself already loaded onto a fleet. It's not too big a deal, really, and just another indication, as you've pointed out, that I'm trying to do things with xconq that it wasn't designed to do, and the workaround isn't a big deal, I'll just introduce a Transport Fleet unit that carries infantry directly, instead of having Transports as part of a Fleet. Elijah __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com