Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Arulco Special Division
Re: New feature: Arulco Special Division[message #343724 is a reply to message #343717] Sun, 10 January 2016 16:49 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
This is another layer as far removed from the regular strategic AI as possible (enemy heli troops are still drawn from the queen's pool though, but as that hardly ever runs out, this won't be a problem).

Altering strategic AI can have very odd, unintended consequences that one only notices weeks later (both ingame, and, sadly enough, in RL happy ). For example, altering patrol sizes after a campaign has started can lead to a point where the AI doesn't send out any patrols AT ALL. Or where it forbids itself from attacking even lightly defended player positions. For this reason I came up with this: A smaller framework that manages just a few features, and, in the worst case, can completely break down (either by bugs or because the player successfully sabotaged it) without the game being broken (because the normal, dumb, patrol-sending AI is still there).



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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Captain

 
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