[OBSOLETE] [Server] Targeting Priorities 1.0.1

Discussion in 'Released Mods' started by wondible, November 23, 2014.

  1. wondible

    wondible Post Master General

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    Make units prioritize targeting units which threaten them directly. Second priority is fabbers, which seem to be human player's prime target. Currently only addresses air-ground interface.

    Priorities don't do as much as you'd like. It only affects selection among units already in range. Bombers always setting up their runs out of range, so they have virtually no selectivity.

    - https://github.com/JustinLove/targeting_priorities
    - http://wondible.com/pa/targeting_priorities_v1.0.1.zip
    - PAMM

    Changes

    ## 1.0.1

    - Fixed error that omitted AA turrets

    Trivia

    - The commander's stock AA weapon prefers non-air mobile units ???
    - If priorities are unspecified, walls are last.
    - Once a unit locks onto a target, it keeps going until it's dead or out of range - even a wall.

    Gory Details

    Code:
          air_air: {
            targets: [
              'pa/units/air/fighter/fighter_tool_weapon.json'
            ],
            process: function(spec) {
              spec.target_priorities = ['Fighter', 'Fabber', 'Bomber | Gunship']
            }
          },
          air_ground: {
            targets: [
              'pa/units/air/bomber/bomber_tool_weapon.json',
              'pa/units/air/gunship/gunship_tool_weapon.json',
            ],
            process: function(spec) {
              spec.target_priorities = [
                'AirDefense | Naval & Tactical',
                'Bot & Offense & Basic - Construction - Artillery',
                'Fabber',
                'Defense',
                'Mobile | Structure - Wall'
              ]
            }
          },
          air_ground_tactical: {
            targets: [
              'pa/units/air/bomber_adv/bomber_adv_tool_weapon.json',
            ],
            process: function(spec) {
              spec.target_priorities = [
                'AirDefense | Naval & Tactical',
                'Fabber',
                'Defense',
                'Advanced',
                'Structure - Wall',
                'Mobile'
              ]
            }
          },
          ground_air: {
            targets: [
              'pa/units/land/aa_missile_vehicle/aa_missile_vehicle_tool_weapon.json',
              'pa/units/land/air_defense/air_defense_tool_weapon.json',
              'pa/units/land/air_defense_adv/air_defense_adv_tool_weapon.json',
              'pa/units/commanders/base_commander/base_commander_tool_aa_weapon.json',
              'pa/units/sea/figate/frigate_tool_weapon_aa.json',
              'pa/units/sea/missile_ship/missile_ship_aa_tool_weapon.json',
            ],
            process: function(spec) {
              spec.target_priorities = ['Bomber | Gunship', 'Fabber', 'Fighter']
            }
          },
    
    
    Last edited: December 4, 2014
    stuart98, zaphodx, xankar and 3 others like this.
  2. cola_colin

    cola_colin Moderator Alumni

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    @jables should take a look at this. Especially the 1st and 3rd point of the trivia.
  3. killerkiwijuice

    killerkiwijuice Post Master General

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    PA is now complete.
  4. thetrophysystem

    thetrophysystem Post Master General

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    I have been trying to add this to any mods I make recently. NavalRedux for instance.
  5. xankar

    xankar Post Master General

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    Not yet, we still need better balancing
  6. zaphodx

    zaphodx Post Master General

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    I'm kinda thick but it feels like you haven't explained precisely what this mod does.

    I'm guessing this now means that ground AA vehicles will actually prioritise t1 bombers?

    However, we (I) still need t1 fighters to prioritise t1 bombers, can this be done also?
  7. thetrophysystem

    thetrophysystem Post Master General

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    I do this in every mod. Let me give you an example of some of my mod's targetting priorities:
    -Dox: Target bots over tanks. Because they can kill bots faster, eliminating a casualty causing threat, rather than wasting bullets scratching an armor hull. Targets air over bots too, this is questionable, but being the only bot AA and bombers being devastating to dox is a big deal.
    -Tanks: Targets tanks over bots, because tanks take more of a hit from shells while dox overkill.
    -Grenadier: Targets tanks over bots, because bots overkill.
    -Skitter (turned into a light attack anti infantry buggy): Targets bots over tanks, to thin numbers opposed to spending time on 1 target.
    -Spinners: Bombers because fighters can fly around overhead all day and not actually hurt your armor.
    -Turrets: Bots, because its more effective against bots
    -Pelters: Tanks, more effective against tanks.
    -Catapult: Tanks, more effective.
    -Holkins: Commander, then advanced structures.
    -Kestrel: AA, then dox, then bots.
    -Fighters: Bombers
    -Orbital fighters: Astraeus, to attempt to thwart perimeter running using fighters to smother.
    -Boom Bots: Commanders, then basic factories, then basic economy.
  8. wondible

    wondible Post Master General

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    Added the transform code to the OP

    It could be done, but is not. This mod take the philosophy that units should prioritize units which can shoot at them, so that they might live long enough to shoot the rest.
  9. cola_colin

    cola_colin Moderator Alumni

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    I think you forgot aa turrets?
  10. wondible

    wondible Post Master General

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    I didn't forget, I typoed the spec name ;^) Thanks for the catch.
  11. wondible

    wondible Post Master General

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    Targeting Priorities 1.0.1 - Fixed error that omitted AA turrets
  12. wondible

    wondible Post Master General

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    Another obsolete mod. Although I've been thinking about adopting most of @tHeTrOpHySyStEm 's edits.
    thetrophysystem likes this.
  13. thetrophysystem

    thetrophysystem Post Master General

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    Man, fastest phasing out ever.
  14. Planktum

    Planktum Post Master General

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    Was this a server mod? i.e. couldn't be used in vanilla matches?
  15. cola_colin

    cola_colin Moderator Alumni

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    Yes. What units shoots what is determined by the server, as it is part of gameplay logic.
  16. wondible

    wondible Post Master General

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    FYI this mod edits anything that changed in 76456, so it is unaffected.
  17. wondible

    wondible Post Master General

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    This was a big issue at one time. Is this mod still needed?
  18. wondible

    wondible Post Master General

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    Nobody cried, marking obsolete

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