5. As far as i know it operates the same way its just to the right instead of down. lets say you have ifenemy and it has two connecting lines from its output with ifrange>100 on top and a ifrange<50 under that, the ai will check the top branch first (>100) and if that is false it will check the (<50) and if that is false it will then backtrack to the next available branch up the tree behind ifenemy. setting up the logic had my head spinning for a while, so i understand lol.
7. that is fair.
8. i will implement this, i think ill just make it like fire 0 by default and the description will tell you that you can input a number that will lead the target before firing, i think at one point i thought being able to fire without aiming would be useful but cant think of an application now...
9. oh, i could do that.
10. i believe there is slight acceleration functionality but i may increase it to help smooth out the jerky driving. I do know that tank weights affect speeds and stuff, along with the engine stats, but it may not be noticeable enough, hard to tell unless you have two tanks driving along side each other. You can blame the game, i can take it. all for the effort of making a better product.
I am actively working on some stuff to alleviate the "cant find each other" problem. one solution especially for early levels is to use mapcenter instead of wander for enemy navigation. Also having more than one tank should help fill out the field and provide more vision on the map so less lost puppies. Somewhere at the midpoint the tanks start using COMS node which allows them to see their allies vision and make actions based on that (ie. tank 1 sees enemy, tank 2 vision cant see the enemy but with coms it will chase, or fire at the enemy based on tank 1's vision) penalty for coms currently is slower driving and slower ai node processing (how fast it makes decisions)