Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improved Handling of assaulting Group Memory positions #352

Merged
merged 1 commit into from
Feb 18, 2024

Conversation

nk3nny
Copy link
Owner

@nk3nny nk3nny commented Apr 29, 2023

Added 'half step' movement to doGroupAssault and doAssaultMemory to force movement
Improved tacticsAssault timings, and prevents useless positions to be added
Improved tactical assessment when assaulting
Improved units about to fire rockets are prevented from dodging
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed potential 'shooting into air' occurrences
Fixed situations where AI would ignore enemies behind them!
Misc performance improvements

When merged this pull request will:

Individual actions: In addition to some performance improvements, the biggest addition is the introduction of a half-step state when assaulting positions in the group memory. This prevents the issue where the AI would sometimes have trouble pathing inside buildings, particularly second floors, when at a distance from the target building. The advantage is simple: The AI will actually move more actively. Also a very rare occurrence of "shooting into air" has been mitigated.

Group actions: The Garrison state has been removed from the potential pool of tactics when clearing nearby buildings. It didn't work as intended, and rarely had a good gameplay effect of challenging players.

Added 'half step' movement to doGroupAssault and doAssaultMemory to force movement
Improved tacticsAssault timings, and prevents useless positions to be added
Improved tactical assessment when assaulting
Improved units about to fire rockets are prevented from dodging
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed potential 'shooting into air' occurrences
Fixed situations where AI would ignore enemies behind them!
Misc performance improvements
@nk3nny nk3nny added this to the 2.6.0 milestone Apr 29, 2023
@nk3nny nk3nny requested review from jokoho48 and diwako April 29, 2023 12:01
@nk3nny nk3nny self-assigned this Apr 29, 2023
@jokoho48 jokoho48 modified the milestones: 2.6.0, 2.6.1 Apr 29, 2023
@nk3nny nk3nny merged commit 418291f into master Feb 18, 2024
@nk3nny nk3nny deleted the Improvements-to-Engagement-with-new-FSM-settings branch February 18, 2024 12:46
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants