Spielerando

Let rows of archers or musketeers shoot in turns, so the volley rolls along the line

When a block of shooters all release on the same frame, it looks like one big flash every few seconds and there is nothing in between. Rolling fire spreads the shots over the reload time. This entry gives each row its slot, keeps the total rate the same and tells how to deal with rows that have lost their members.

Why this works

Reloading takes the time it takes, so a block can only shoot steadily by taking turns. Starting each row a little later than the last spreads the same total fire into an even stream. The block never shoots faster than its people can reload.

When not to use it

Wrong when a single crushing volley is the point, such as an ambush or a first strike where everyone fires together. It is also wasteful for scattered or loose units. Let them shoot as soon as each is ready.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 32 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let rows of archers or musketeers shoot in turns, so the volley rolls along the line" (read_entry ranks-of-archers-fire-one-rank-after-another-in-a-rolling-pattern) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP