BobbyCan you make block analog of my current code for bomber?
Target:Ship - Shield - Activator Off
....................- Mass - Activator On
....................- System HP - Activator On, Activator Off
Target:Ship - Shield - Activator Off
....................- Mass - Activator On
Target:Ship - Mass - Activator On
....................- Distance - Activator On, Activator Off
Target:Ship - Mass - Activator On
22 extra blocks.
Target priority with shields down, biggest mass, lowest system hp first.
Target shields down, largest mass second.
Target shields up, largest mass, within the closest 50% of targets
Target shields up, largest mass.
So target things about to die first, finish them off. Target the biggest and closest if nothing is damaged. If nothing is close, go after whatever you can see in range, biggest target first.
Fairly large, but nowhere near 500 blocks, and you could simplify it even more with only minimal losses in accuracy. Like simply make it:
Target:Ship - Shields - Activator Off
Target:Ship - System HP - Activator On, Activator Off
Target:Ship - Mass - Activator On
It would now target anything with no shields as a priority, then anything that is damaged but has shields up, and finally would default to attacking the largest ship it can see. Thats at only 10 blocks, and would do 90% of what you just said.
You could do that with my system, on the fly.Ähhh... Sorry Guys but combat isnt that static that this AI controll system is. We need fast and comfortable ways to reajust AI even in combat.
You simply put the activators on everything you want to make decisions on, then use an inner-ship/wireless remote to change the activator settings. Have a button for Fighters that sets the activators for mass to the lower range and distance to the lower range. Have a button for cruisers or bombers by increasing the mass and distance thresholds.
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