Missions
Posted: Thu Sep 01, 2022 7:14 pm
In the next CSVN release(s), a new feature: Missions.
Well, not really new. Mission Types have been in the game going way back, have been specified in the scen editor Header Dialog, but they were little used. We aim to change that.
In the original, legacy implementation, there were only 11 Mission Types. And they were not sided; they pertained to both sides, to the scenario as a whole. It is easy to see where the two sides, Side A and Side B, might have quite different missions.
I can already see possibilities for making the E[ngine]AI smarter. For the Lua S[scripted]AI, we can foresee uses such as
And other ways to tweak, to enhance, the game's various AIs.
This is all in its early stages. But already, exciting times!
Well, not really new. Mission Types have been in the game going way back, have been specified in the scen editor Header Dialog, but they were little used. We aim to change that.
In the original, legacy implementation, there were only 11 Mission Types. And they were not sided; they pertained to both sides, to the scenario as a whole. It is easy to see where the two sides, Side A and Side B, might have quite different missions.
I can already see possibilities for making the E[ngine]AI smarter. For the Lua S[scripted]AI, we can foresee uses such as
Code: Select all
local miss = missions(other_side(side))
if has_flag(miss, MISSION_BREAKOUT) or has_flag(miss, MISSION_ARMORED_ASSAULT) then
adjust_adaptive_ai (sideof(nation), nation, "hot_trigger", 2)
endAnd other ways to tweak, to enhance, the game's various AIs.
This is all in its early stages. But already, exciting times!