Skip to content
This repository has been archived by the owner on Apr 8, 2019. It is now read-only.

Individual Unit Distribution

Joshua Soberg edited this page Jan 23, 2017 · 5 revisions

Right now, we base our unit production on a vehicle to infantry distribution. However, within these categories, we don't have any logic that tells us what specific vehicles/infantry units to produce. We should implement some logic so that we have a well rounded and effective group of units when issuing an attack.

The following data will be logged to compile the information necessary to know what units are "best":

  • Attacking unit (string)

  • Damaged unit (string)

  • Damage (int)

  • Was damaged unit killed (bool)

    Example data pulled from a single game can be viewed here.

When the game starts up (and possibly on an interval), an asynchronous task can be launched to query for all of this data and compile a unit distribution that can be used when choosing individual units to produce. It may be useful to add more information than this for statistic purposes.

Work for this will be tracked in Issue #54.

Clone this wiki locally