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Thread: New HC game mode idea - WIP

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  1. #1

    Lightbulb New HC game mode idea - WIP

    Hi all.

    I have been working on this new strategy based mission where you buy and command units using the high command module. The idea is to implement intellegent unit spawning so that it wont lag when both sides have tens of units which each consist of hundreds of soldiers.

    To make this possible I've designed the unit movement so that only single unit is used to move in the game which represent a whole battalion for example. When the unit meets the enemy, rest of the unit's men are spawned within limit of say ~20 men spawned, plus vehicles.
    This way there's much less stress for the CPU like there is normally in CTI missions where 10 different AI units travel across the map with 12 men in each AI group. By supressing the amount to single unit (tank or infantry man) the lag is significantly reduced.

    Also AI battles against another AI group are not nessarily spawned at all but a simulation is used. When AI controlled group engages the enemy group an battle simulation is started to count the battle outcome between the units. This could result in the losing unit to flee or be destroyed should it run out of men power or surrender.

    This will also allow the commander to view battle progress of combating units on the map.

    However if any players are present in the battle area the battle will progressed by spawning the units so that player can get involved.

    That's the core design to reduce lag and allow High command on average CPUs without huge lag.


    In the game each side has least one base with airport from which units are spawned and planes take off. At the map there are capturable locations for more income such as mines and oil fields.

    And commanders can build fire bases from which own units can receive resupply and replenish men strength. Also artillery stations and AA sites can be built.

    The aircrafts work through the bases airfields where they must refuel and reload after bombing flights etc.
    The AI flies the planes to attack missions ordered by the commander.
    As nice and required feature the planes gather intelligence of enemy's AA sites which allows them to better coordinate attacks to their targets avoiding the AA sites.

    I'm currently designing it as so that match can be played against AI general. And will try to add multiplayer support later on.


    So what do you think of this idea?
    Last edited by gc8; Mar 5 2012 at 15:46.

  2. #2
    Do you think this would be good idea? would people play this?

    here's a picture of current progress on the mission:

    (you can see battle markers & borders as well town and base markers and some of the gui)

    http://img341.imageshack.us/img341/9779/warrl.png (311 kB)

  3. #3
    Warrant Officer ck-claw's Avatar
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    Sounds interesting buddy!
    Crack out a beta as such for ppl to test,then for proper feed back!


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  4. #4
    thanks. yes i was thinking of starting all the way from alpha with releases.
    but we'll see then. (still have lot of things to do. and not sure how much time i can put in this.)

    it's actually a bit like Hearts of iron in tactical focus as well in strategic scale - in arma.

  5. #5
    Chief Warrant Officer mrcash2009's Avatar
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    If you do this would you consider implementation of HC extensions (sp based):

    http://forums.bistudio.com/showthrea...and-Extensions

    Also for SP 1 player maybe an auto opponent version using artificial commander:

    http://forums.bistudio.com/showthrea...cial-Commander

    They both work together, check the supplied missions in both. Unsure if this would just add issues or not (esp with simulating CPU save units), although both are designed to tie in with this type of mission and also Artificial commander is also set to link in with HC.

    Would you also consider adding a battle camera to overview battles at all? I cobbled this battle cam together from WOO scripts, but it needs work if it helps to plant the seed of an idea for something better:

    http://forums.bistudio.com/showthrea...d-Camera%29-gt
    Last edited by mrcash2009; Jun 9 2012 at 10:40.

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  6. #6
    Master Gunnery Sergeant Rydygier's Avatar
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    HoI in Arma? Wow. Do this, man!

    Hetman indeed not tolerate unit caching. In maded decisions in many aspects HAC takes into account, what really is on map at the moment, and counts as loses all, what is no longer. Most probably such cashing from HAC's point of view is considered as massive casaulties, what have very fundamental impact on HAC's decisions, morale etc. I can somehow imagine a code, that will compensate this, but this will be tricky, written from scratch for every mission (because there isn't one standard for storing info about cached units), and so probably not worthy of needed work.

  7. #7
    sorry for not replying anything earlier, been busy and planning in theoretical level.

    Hetman would be cool to use but like you said I probably better off with custom code and I already have a ton of it working.

    But I could still use some squad level AI code for squad to be able to position defences for town and maybe attack tactics too.

  8. #8
    Stalkers A-Life system-like? Why not? Just try
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  9. #9
    Quote Originally Posted by NeuroFunker View Post
    Stalkers A-Life system-like? Why not? Just try
    you must be kidding... But I don't know how a-life is exactly. seems like real life simulation type AI.

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