Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Pre-Programing Ship Targeting  (Read 1793 times)

0 Members and 2 Guests are viewing this topic.

April 18, 2015, 03:37:06 PM

Offline t_breezie

  • Recruit
  • *
  • Posts: 1
  • Approval: +0/-0
    • View Profile
Pre-Programing Ship Targeting
« on: April 18, 2015, 03:37:06 PM »
Hey all,

I've been messing around with the idea of programing in the equivalent of a targeting computer to the way ships engage in EaW. Before I started messing around with the game's coding I first wanted to check and make sure that 1: It's legal to do so 2: Someone hasn't already done it 3: See if anybody has a similar interest and could offer up ideas as to how to go about it.

My thoughts are as follows:
I've noticed that when engaging an enemy ship with hard points, my ships don't target in any specific or strategic order. I constantly find myself pausing the game and manually targeting the individual hard points to most efficiently take down enemy ships, but with 15+ ships in play this is tedious. Ideally, I'd like to program in multiple targeting modes that would be user enabled during a conflict to make most effective use of their fleet.

Comments, questions, suggestions?

April 18, 2015, 04:14:39 PMReply #1

Offline Pox

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 88
  • Approval: +10/-0
    • View Profile
Re: Pre-Programing Ship Targeting
« Reply #1 on: April 18, 2015, 04:14:39 PM »
I don't think you can do that with the XML AI.
However, if the Attack_Target(target) function accepts a hardpoint as target or as a second argument it should be possible to achieve something like that with LUA.
Downside to this is that you'd probably have to rewrite large parts of the AI in LUA.

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!