In Demo 5, units are grouped into TaskForces which are a physical grouping of units in a square AND a command-oriented structure (they are given one task).
This causes some confusion in the code, and prevents some moves like having the various units run to a given point, with the fastest arriving first.
To make life better for the programmer and the player, Gary suggested that we have a distinct Command structure which is not related to physical location of the unit.
This Command structure, at the lowest level, is the task force, containing units which can be scattered but to which you give the same orders.
At higher levels, you could have commands of commands (think army-brigade-regiment-...)
I think it would be cool for the AI to be able to use these objects and give them high level orders, each subcommand giving more specific orders to its own constituants.
That way, units take orders from their command (task force) which takes order from its own command (e.g. brigade) and so on, till there is no command left on top, in which case it is either the player or top-level AI which gives the orders.
For a first drop, the propagation of orders can be dumb (pass move orders downwards).
In such a structure, does anyone see a point in having commands containing both commands and units or can I make them two different things?





.
. Too many %$#@#$ details to keep track of!
Bookmarks