Shazman
Posts: 118
Joined: 1/4/2009 Status: offline
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quote:
ORIGINAL: kmitahj Hi, It seems it is common opinion that AAA fix is conceptually easy. I wonder if there is indeed an agreement WHAT the fix really should look like? I mean it would be possible - maybe even easy - to make binary patch of a game which would make all units behave kinda like AA units - that is all units would have a chance to contirbute to low alt. anti-aircraft fire. But would it be a solution? I didn't test it really but I suspect that it may result in switching "no AAA loses" problem into "much too much AAA loses". The thing is that - as far as I understand - air attacks aren't resolved as point attacks (like one air unit againt one target unit) but rather as area attacks against whole hex. That means that in general program adds up AA fire strength of all units in the hex (and for some map scales probably even units from nearby hexes) and then uses such total AA fire strength together with attacking airunit defense strength in procedure which decides about airplane hits if any. Currently when adding up AA strength program skips over all units which are not designated as AA-units and perhaps, just perhaps it was done so deliberately because otherwise attacking hexes dense packed with land units with internal AA equipment would often - though depending on particular scenario and map scale - result in prohibitive, unrealistic loses of airplanes? If the simplest fix would really turn out to be more the problem then a solution then what the refined solution should look like? - should it simply disciminate non-AA-units by adding only a pctage (how much?) of its AA fire strength to the total? - or should it maybe select only one non-AA-unit from the whole hex stack (in addition to AA-units if any) to contribute to AA fire? (if so which one? one with highest AA strength, one on the top of the stack, randomly choosen one?) - or maybe it should scale down AA fire totals by factor related to aerial density of AA equipment (i.e. same number of AA equipment in a hex will result in a AA strength scaled down depending on the map scale/hex size) - or it should rather scale it down based on AA equipment pctage compared to total of all equipment in the hex (that is based on how much of other equipment in a hex has to be covered by single AA barrel) - something different yet? Excellent fix. Well done. Tested it today and all seems to work well. Would it be equally possible to make 3.4 more like the unfinished 3.5 version by increasing the map size, place name, unit limits and formation limits to 3.5 standards? The map was to be 700 x 700. Place names increased to 4,000. Unit limits were to be 10,000. Formation limits were to be 1,000. Not sure how the game handles these data structures. Just curious but there are those who are working on scenarios for 3.5 that cannot possibly work under 3.4 unless these limits are increased. And I really don't think 3.5 will see the light of day. In any event, thanks for your work on the AA problem.
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