MultiMissile targeting type

Registered by AlexB

SW.AITargeting=MultiMissile provides support for firing super weapons like the Multi Missile known from TS. It iterates all favourite enemy's buildings and finds the one posing the largest threat. It requires an enemy, prefers the offensive coordinates (settable and clearable by map actions), and always randomizes on cloak (value between 0 and 100).

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.9
Implementation:
Implemented
Milestone target:
milestone icon 0.9
Started by
AlexB
Completed by
AlexB

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A player owned super weapon with SW.AutoFire=yes seems to auto fire only on cloaked buildings. All other buildings are ignored. If there are no cloaked buildings, the SW won't auto fire at all. - mevitar

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I tested with a rapidly auto-firing super weapon that created an animation. Once the player house had settled on a favourite enemy, it fired and started picking different targets as units moved. Could it be that ThreadPosed is not set on the buildings and units? -AlexB

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ThreatPosed isn't set on any structure in YR. Setting a non-zero ThreatPosed means the units will auto attack the structures, and this isn't how it works by default game settings. If that's how this SW is supposed to work, then ok. It's just that as far as i remember, TS Multi Missile could auto-target any structure, and i don't think TS had non-zero ThreatPosed on any structure.

BTW, since typing the above i kept testing this targeting type as i tried to figure out how exactly does it work. I set all base defense to non-zero ThreatPosed, and it did target them randomly. I also noticed that it sometimes attacked power plants (ThreatPosed=0) and unit factories (but only when a unit was supposed to leave it). Cloaked structures still seemed to have priority, though (or at least it looks in such way, since it kept attacking them most of the time). It even kept attacking Insignificant=yes cloaked structures when i was testing it earlier before i added non-zero ThreatPosed to base defenses (i only noticed it now that the attacked structure had that tag).

After i destroyed most of AI's stuff (including ConYard and all cloaked structures, so i can safely watch which targets the AI will pick now), but left some miners, refineries, factories and few base defenses (on low power, though, as there were no powerplants), the SW with SW.AITargeting=MultiMissile didn't auto fire at all, until the moment a unit was leaving a factory. It instantly targeted the said factory then. - mevitar
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To clarify: "posing the largest threat" is misleading. It's not about ThreadPosed=. The game divides the map into smaller parts, and all units in a part count toward this part's threat rating. Thus, even if buildings don't have ThreadPosed= set, the building with many units around them is the one being targeted. The logic will not target a ThreadPosed=0 building alone, and it will not target a ThreadPosed=1000 unit alone. For cloaked buildings, this is different, as instead of this area-threadposed-value a random number between 0 and 100 is chosen. -AlexB

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