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?
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