Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Arulco Special Division
Re: New feature: Arulco Special Division[message #344630 is a reply to message #343754]
|
Sun, 20 March 2016 20:38
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
As of r8114 & GameDir r2305, ASD can now manage the assignment of enemy tanks and combat jeeps. For now, this is relatively simple - occasionally, the strategic AI will ask ASD whether it can spare a combat vehicle - if ASD has some, it will supply them.
So similar to enemy helicopters, ASD has to buy tanks and combat jeeps, and fuel them. As these vehicles are unlikely to ever return to Meduna, they simply require an amount of fuel to be ready for the AI.
New ASD settings in full (Ja2_options.ini):
[Strategic Additional Enemy AI Settings]
;******************************************************************************************************************************
; These settings change the behavior of the queen's additional AI on the Strategy Map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Arulco Special Division
;
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
; This should control if, how and when these new features are used by the AI.
;
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
; For example, part of the AI budget might come from mine income, which the player can take away.
;
; If possible, the AI should have to buy and maintain its assets.
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
; Ideally this gives the player another immersive way to do sth. in the game.
; For example, enemy helicopters have to be bought, fuelled and repaired.
; In order to stop enemy heli raids, the player could
; - shoot them down
; - steal enemy fuel deliveries
; - sabotage enemy helis in their airfield
;
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
; These assets then have to be ordered and can only be used once arrived.
; The AI also decides how to use these assets.
;
; This feature is not recommended for new players.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division is active
ASD_ACTIVE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
; These are the base costs in $ for AI resources.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 100
ASD_COST_FUEL = 10
; a helicopter, valid from 1 to 1000000
ASD_COST_HELI = 30000
; a jeep (armed with a MG), valid from 1 to 1000000
ASD_COST_JEEP = 20000
; a tank, valid from 1 to 1000000
ASD_COST_TANK = 50000
;------------------------------------------------------------------------------------------------------------------------------
; Once bought, it takes time for resources to get to the country.
; These are the base times in minutes for the goods to arrive.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 60 * 48
ASD_TIME_FUEL = 480
; a helicopter, valid from 1 to 60 * 48
ASD_TIME_HELI = 1200
; a jeep (armed with a MG), , valid from 1 to 60 * 48
ASD_TIME_JEEP = 720
; a tank, , valid from 1 to 60 * 48
ASD_TIME_TANK = 1440
;------------------------------------------------------------------------------------------------------------------------------
; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps
;------------------------------------------------------------------------------------------------------------------------------
ASD_ASSIGNS_TANKS = TRUE
ASD_ASSIGNS_JEEPS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them
;------------------------------------------------------------------------------------------------------------------------------
ASD_FUEL_REQUIRED_TANK = 100
ASD_FUEL_REQUIRED_JEEP = 20
;******************************************************************************************************************************
;******************************************************************************************************************************
I've altered the prices of things a bit - while I know you cannot get a heli for 30k or a tank fro 50k, this should be somewhat better balance-wise.
It thus follows that if the player manages to disrupt the enemy supply (by denying it funds by damaging its shipments or otherwise), the AI cannot field tanks and combat jeeps (the pre-placed tanks in Meduna are an exception - think of them as the 'iron reserve' the Queen already has and keeps in Meduna. For now, there isn't really a good way for the player to do that. I have plans for that, but this requires several other features that I have yet to finish.
Similar, I am not at all happy with how ASD 'decides' to give the Strategic AI vehicles, but for now this will do. I plan to eventually improve this.
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.Report message to a moderator
|
|
|
|
|
|
New feature: Arulco Special Division
By: Flugente on Sat, 09 January 2016 21:02
|
|
|
Re: New feature: Arulco Special Division
By: grim on Sun, 10 January 2016 02:03
|
|
|
Re: New feature: Arulco Special Division
By: Flugente on Sun, 10 January 2016 16:49
|
|
|
Re: New feature: Arulco Special Division
By: buuface on Mon, 11 January 2016 06:43
|
|
|
Re: New feature: Arulco Special Division
By: Flugente on Mon, 11 January 2016 13:06
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: buuface on Tue, 12 January 2016 08:39
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Flugente on Tue, 12 January 2016 21:07
|
|
|
Re: New feature: Arulco Special Division
By: CVB on Tue, 12 January 2016 23:37
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: buuface on Wed, 13 January 2016 10:03
|
|
|
Re: New feature: Arulco Special Division
By: Flugente on Wed, 13 January 2016 13:34
|
|
|
Re: New feature: Arulco Special Division
By: Flugente on Sun, 20 March 2016 20:38
|
|
|
Re: New feature: Arulco Special Division
By: Panzer on Sun, 20 March 2016 22:31
|
|
|
Re: New feature: Arulco Special Division
By: Morbo513 on Mon, 21 March 2016 17:23
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Panzer on Tue, 22 March 2016 01:02
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Zarax on Sun, 19 June 2016 14:27
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: grim on Tue, 12 January 2016 17:48
|
|
|
Re: New feature: Arulco Special Division
By: Zarax on Mon, 20 June 2016 09:28
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: TrentL on Mon, 01 May 2017 03:42
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Kitty on Fri, 24 April 2020 23:33
|
|
|
Re: New feature: Arulco Special Division
By: Kitty on Sun, 07 June 2020 03:25
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Kitty on Sun, 07 June 2020 23:06
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Kitty on Mon, 08 June 2020 07:30
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Kitty on Mon, 08 June 2020 16:56
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
|
|
|
Re: New feature: Arulco Special Division
By: Kitty on Sat, 20 June 2020 23:34
|
|
|
Re: New feature: Arulco Special Division
By: rftr on Sat, 03 April 2021 20:11
|
Goto Forum:
Current Time: Sun Dec 01 07:04:07 GMT+2 2024
Total time taken to generate the page: 0.01407 seconds
|