Post by Zensi on Jan 17, 2018 22:16:40 GMT
There are some condition that have been used to time actions in the AI. These have usually been based on the shields, but longer ones can be the ship's hp or if a room is destroyed. You even can use the shields as repetitive indicators, since they usually recharge a few times during the battle (unless the shield room is targeted).
However, shields have always been problematic, and people are either not carrying one, or not shooting yours. So achieving a good rush has needed some way to get crew in and out of the room, and this required some sort of condition or timing to achieve it.
Python 3 gave us a new way to time things. You can now use the coming and going of crew to trigger actions. This implies the need for more crew, and having the initial status of some rooms as known. So you can choose rooms that are usually not targeted (so crew won't go there by accident). So we could try the cannons as an example. We don't put any crew there, but in other rooms. We adjust the time it takes them to reach the cannons, based on our needs.
The command for the rusher is rather simple, but you need to play with it until you get the desired results. So the rusher would start towards the cannon, but once crew enter it, he would change direction and go to the TLP. The same could be the other way around. If the crew had been at the MD, you could md instead of the cannon and use Target Room Has No Friendly Crew. So with the same runners, you get 2 conditions to time your crew actions.
Sadly this doesn't work for weapons, and the placement of crew on the enemy ship are a bit unpredictable
However, shields have always been problematic, and people are either not carrying one, or not shooting yours. So achieving a good rush has needed some way to get crew in and out of the room, and this required some sort of condition or timing to achieve it.
Python 3 gave us a new way to time things. You can now use the coming and going of crew to trigger actions. This implies the need for more crew, and having the initial status of some rooms as known. So you can choose rooms that are usually not targeted (so crew won't go there by accident). So we could try the cannons as an example. We don't put any crew there, but in other rooms. We adjust the time it takes them to reach the cannons, based on our needs.
The command for the rusher is rather simple, but you need to play with it until you get the desired results. So the rusher would start towards the cannon, but once crew enter it, he would change direction and go to the TLP. The same could be the other way around. If the crew had been at the MD, you could md instead of the cannon and use Target Room Has No Friendly Crew. So with the same runners, you get 2 conditions to time your crew actions.
Sadly this doesn't work for weapons, and the placement of crew on the enemy ship are a bit unpredictable
Target Room Has Friendly Crew | Target Your Teleport |
None | Target Your Cannon Room |