Anyone wanting to start writing AI script library, go ahead, and don't read the following.
Yes, it could work, providing that player doesn't, for example, move his army.
[DESPERATE HALF-RANTISH TEXT]There's just too many variables (which cannot be stored nor used in any way if tested, we can check that a flank unit is going to getting it's ass whupped but we can't send reinforcements there 'cause we don't know who's whupping his ass nor where the whupping is happening; that'd have to be pre-labeled location), implementing even a simple flanking manouver with a reserve unit is, as previously stated, horrendously complicated, if the player moves from his position. We'd have to pre-label most positions found on that flank, make monitors for each reserve unit that'd check if the unit is engaged or half-strenght and then make monitors & commands for each waypoint of the flanking manouver etc.[/DESPERATE HALF-RANTISH TEXT]
All in all, we'd have a 500 kb script file when complete.
Previous statements to be disregarded:
Anyways, I'm having a break from battle scripting before I thrash my computer/monitor/TV/something valuable. Instead, I'm having a go at campaign scripts, though it might still lead to general thrashing.Originally Posted by The_Mark
*sigh* Only if we'd have a proper script engine *sigh*
Anyways, let's keep the challenge on, and I might even give the scripters a real prize.
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