Retreatment or Autogroupping

Any ideas are welcome here.
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ddmn
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Retreatment or Autogroupping

Post by ddmn » Tue Jul 29, 2014 2:41 pm

General idea is about syncing,
first suggestion is "retreatment AI" mode: front-unit(s) try to estimate situation around them, if fighting has no sense (melee unit against flying or footman against infernal) then unit(s) will retreat some distance back and recheck situation again.
Another suggestion is "autogroupping" mode,similiar to first: single unit being produced don't move instantly to the opposing castle but waiting until group of N ally units will be formed around.

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Sunus
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Re: Retreatment or Autogroupping

Post by Sunus » Wed Jul 30, 2014 5:50 am

"retreatment AI" would be nice to see how it works, but I think that mode will put into huge lags at late game or maybe not :)
"autogroupping" I would say no, as I do group units with their building distance. If you don't sync all units where they form around?

ddmn
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Re: Retreatment or Autogroupping

Post by ddmn » Wed Jul 30, 2014 9:22 am

Autogroupping explanations:
When unit is trained - check for nearby ally units is performed, in case this unit is alone or number of nerby units is less then N - it waits some time (or forever) until N ally unit(s) will appear nearby. This means units will move and attack in groups, not by single unit. This would work at early and mid game, when spawn rate isn't high.
Example: lets say autogroupping parameter is 3. You've built archer(150g, 22s to train), your ally have built naga guardian(250g, 36s to train) nearby, then group of 1 guardian and 2 archers will move to the lane after 44s (22+22), next group will be formed after next 44s and so on until other units will appear.
Another option is to check group total HPs, not number of units.
"Retreatment AI" is more interesting but more complex...shouldn't add lags being properly done.

sycspy
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Re: Retreatment or Autogroupping

Post by sycspy » Fri Aug 01, 2014 4:15 am

ddmn wrote:Autogroupping explanations:
When unit is trained - check for nearby ally units is performed, in case this unit is alone or number of nerby units is less then N - it waits some time (or forever) until N ally unit(s) will appear nearby.
Make the N related to the number of creep spawning building?

sycspy
Posts: 164
Joined: Wed Feb 26, 2014 5:57 am

Re: Retreatment or Autogroupping

Post by sycspy » Fri Aug 01, 2014 4:18 am

Interesting but seem to be a not so good idea, while the units waiting they are going to get killed by special buildings... the idea of cf right now is the units are trying to destroy the castle as fast as they can.

ddmn
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Re: Retreatment or Autogroupping

Post by ddmn » Sun Aug 03, 2014 6:00 am

There is no much specials in early game and waiting time isn't that great (10-20s avg)

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