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 #197064]
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Tue, 23 September 2008 19:24
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:Perhaps vehicles? Or the robot?
I don't think so, because checks for robots and vehicles look very different. I omitted many such checks from the formula above, btw - Robots and vehicles have special rules in Autoresolve. So do creatures. But as you can see the formula was complicated enough already, didn't want to overload it. So, still no idea what an EPC is.
Quote:A summary of the core insights would be helpful for most people, I'd warrant.
Yes, I was going to do that, but forgot...
Quote:Or that apparenty, doctor mercs make great defenders because of their usually high wisdom and medicine.
Yes, they have an easier time avoiding bullets. However they also attract fire, so expect at least some damage, especially if outnumbered.
Quote: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).
All correct, but not entirely.
A) If you can get one, an anti-material sniper rifle would probably be best. Especially because it can use armor-piercing ammo. I think this would have better results, as ammo still plays a roll (in penetrating armor!).
B) What if you're overwhelmed in auto-resolve and want to play the battle hands-on? I say always keep your people equipped if you can... Just in case.
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I for one would sure appreciate a rebuild of the autoresolve system such that that many of these other factors were in fact considered.
I completely agree. Then again, I would argue that most of the fun I derive from the game is through the tactical game.
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"How does it work?" Part 6: Auto-Resolve
By: Headrock on Tue, 23 September 2008 11:01
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Re: "How does it work?" Part 6: Auto-Resolve
By: Hitcher on Tue, 23 September 2008 18:43
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Re: "How does it work?" Part 6: Auto-Resolve
By: Panpiper on Tue, 23 September 2008 18:53
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Tue, 23 September 2008 19:24
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Tue, 23 September 2008 20:18
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Re: "How does it work?" Part 6: Auto-Resolve
By: Panpiper on Tue, 23 September 2008 20:38
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Tue, 23 September 2008 21:04
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Re: "How does it work?" Part 6: Auto-Resolve
By: Painy on Tue, 23 September 2008 23:27
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Tue, 23 September 2008 23:37
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Re: "How does it work?" Part 6: Auto-Resolve
By: Action on Tue, 23 September 2008 23:43
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Wed, 24 September 2008 01:06
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Re: "How does it work?" Part 6: Auto-Resolve
By: Panpiper on Fri, 26 September 2008 03:24
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Fri, 26 September 2008 03:32
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Re: "How does it work?" Part 6: Auto-Resolve
By: Panpiper on Fri, 26 September 2008 03:56
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Re: "How does it work?" Part 6: Auto-Resolve
By: Headrock on Fri, 26 September 2008 04:32
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Re: "How does it work?" Part 6: Auto-Resolve
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