So one of much ideas in my mind is a AI controlled game maybe named Drone Wars.
There are 3 ideas connected together:
- An AI will control your units, but you will still have several commands as input for your AI. E. g. one input for your AI is a priority list, which allows each unit type to act different. You set a priority list for every attack / ability and your AI units kill or support units this way. So if a unit got a higher priority, this unit will be targeted. There are priority from 0-9, 10-19, 20-29, 30-39 and 40-49.
10-19 = instant attack within sight, or debuff, buff, heal
20-29 = instant attack within range, or debuff, buff heal
30-39 = attack within sight after actual target died, or debuffed, buffed or healed
40-49 = attack within range after actual target died, or debuffed, buffed or healed
So based on what unit is in sight or range of an attack or ability, your unit act. You can change the AI at every time and this is a kind of AI realtime management.
- A high detailed craft and research system, which allows you to create your own units at fixed cost per item of your creating. Maybe you create a soldier like space marine, with grenades for tanks and medi kid to heal himself when drop below 50% hp or whatever. Maybe each unit got a fixed number of AI commands, which can be increased by longer training or and experience system which allows you unit to growth in strength or in the ability to store AI commands.
- Many ways to create your race, you start at the beginning calling you race and then you can use a bunch of different races. Each vehicle that is no roboter needs a driver to be used, so the skill of your tank is fixed to the driver, etc. Maybe you could also insert more units, a driver, shooter, mechanic that drops out if there is no enemy and the tank is low, etc. This different system are more part of the craft and research system.
So there are about no limits for unit creating. I dont want to use different models than the SC2 models because the size of the map is high enough when im finished thought. However the game end, maybe HQ is destroyed or whatever and what mods (DM, TDM, CTF?) etc comes in is set in the star, the starts of the "galaxy". ;) But there is about no limit and if you got some ideas you can write them down here. I'm quite new to editing and it will take a lot of time. Maybe I'll insert some specific questions about triggering, etc. Most complicated will be variabilities setting and switching and the balance of the game. However, this project will take a lot of time, maybe not finished in beta, we will see. There are also other projects running through my mind but I think I will focus on this one now.
- A unit connected to a variable enters a region (sight range of unit), unit connected to the region do something to the triggering unit
- A unit connected to a variable enters a region (range of a attack or ability), unit connected to the region do something to the triggering unit
I don't want to give every unit a region which is about to be sight range, attack1 range, attack2 range, ablity1 range, etc. This causes each unit to have about 2 to X regions and this may cause massive lags if a hundred units are fighting. Someone can tell me how to trigger if a unit enters range of sight, different attacks or abilities? Would be great, thanks.
Edit: Looks like a very difficult triggering, maybe I could create an AI data but I don't know how to create an AI without triggering like this.
So one of much ideas in my mind is a AI controlled game maybe named Drone Wars.
There are 3 ideas connected together:
- An AI will control your units, but you will still have several commands as input for your AI. E. g. one input for your AI is a priority list, which allows each unit type to act different. You set a priority list for every attack / ability and your AI units kill or support units this way. So if a unit got a higher priority, this unit will be targeted. There are priority from 0-9, 10-19, 20-29, 30-39 and 40-49.
10-19 = instant attack within sight, or debuff, buff, heal 20-29 = instant attack within range, or debuff, buff heal 30-39 = attack within sight after actual target died, or debuffed, buffed or healed 40-49 = attack within range after actual target died, or debuffed, buffed or healed
So based on what unit is in sight or range of an attack or ability, your unit act. You can change the AI at every time and this is a kind of AI realtime management.
- A high detailed craft and research system, which allows you to create your own units at fixed cost per item of your creating. Maybe you create a soldier like space marine, with grenades for tanks and medi kid to heal himself when drop below 50% hp or whatever. Maybe each unit got a fixed number of AI commands, which can be increased by longer training or and experience system which allows you unit to growth in strength or in the ability to store AI commands.
- Many ways to create your race, you start at the beginning calling you race and then you can use a bunch of different races. Each vehicle that is no roboter needs a driver to be used, so the skill of your tank is fixed to the driver, etc. Maybe you could also insert more units, a driver, shooter, mechanic that drops out if there is no enemy and the tank is low, etc. This different system are more part of the craft and research system.
So there are about no limits for unit creating. I dont want to use different models than the SC2 models because the size of the map is high enough when im finished thought. However the game end, maybe HQ is destroyed or whatever and what mods (DM, TDM, CTF?) etc comes in is set in the star, the starts of the "galaxy". ;) But there is about no limit and if you got some ideas you can write them down here. I'm quite new to editing and it will take a lot of time. Maybe I'll insert some specific questions about triggering, etc. Most complicated will be variabilities setting and switching and the balance of the game. However, this project will take a lot of time, maybe not finished in beta, we will see. There are also other projects running through my mind but I think I will focus on this one now.
Need some specific triggers, looks like this:
- A unit connected to a variable enters a region (sight range of unit), unit connected to the region do something to the triggering unit - A unit connected to a variable enters a region (range of a attack or ability), unit connected to the region do something to the triggering unit
I don't want to give every unit a region which is about to be sight range, attack1 range, attack2 range, ablity1 range, etc. This causes each unit to have about 2 to X regions and this may cause massive lags if a hundred units are fighting. Someone can tell me how to trigger if a unit enters range of sight, different attacks or abilities? Would be great, thanks.
Edit: Looks like a very difficult triggering, maybe I could create an AI data but I don't know how to create an AI without triggering like this.
So in a way, the AI will control units you give em in a sorta "melee" way, and they act and move according to your tactics?
So you prepare them a base, and you can "order" them to go after unit tiers to build or something?