Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Time Capsule (How-to Library) » "How does it work?" Part 6: Auto-Resolve
Re: "How does it work?" Part 6: Auto-Resolve[message #197061] Tue, 23 September 2008 18:53 Go to previous messageGo to previous message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Wow Headrock. Truly you are a god of code reduction. Thank you for doing all this work for us. Hopefully it pays off in some way for you too. The esteem we hold you in rises by leaps and bounds. Smile

So what I glean from all you've done here is that a great deal of things I simply assumed would be factored into autoresolve are not factored at all. You've stated that attachments like lasers and scopes are not considered. Range is not considered. (!!!) There is no point to equipping training cadre (mercs stationed with militia to keep them maxed with training after attrition) with any sort of weapon aside from whatever weapon does the largest amount of damage with a single shot at point blank range; meaning forget (standard) machineguns or sniper rifles, go for shotguns. That plus, give them massive armor and train up their strength and medical skill if either of those is easier to train than marksmanship. Merc specialty skills are not considered. Don't bother giving them better vision gear or camo. Don't bother pre-stationing them on rooftops. Don't bother building minefields unless one intends to manually fight the battle (actually that one I never assumed otherwise).

I for one would sure appreciate a rebuild of the autoresolve system such that that many of these other factors were in fact considered. Till then, armor, shotguns, strength and medical skill.

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