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Re: New feature: Arulco Special Division[message #343754 is a reply to message #343753] Wed, 13 January 2016 13:34 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Meh. First off, that would require new item selections (like in EnemyGunChoices.xml etc.) just for that. Then, someone would have to fill those tables. Then, override normal equipment generation.

Enemy group travel/movement/attack behaviour is deep within the normal strategic AI. It is very convoluted and easy to unintentionally break (this is the prime reason I came up with this). This would definetely require changes there, like telling an attack group during the day to never ever attack a sector even though it would be logical. Retreating/replacing with other groups is theoretically already in code, but in practicea giant mess.

I also don't really see the gain. While the first two or so night attacks would be harder, you also get their gear - after that, every nighttime encounter after that becomes easier.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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