Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » The counterattacks, where does the enemy spawn?
| The counterattacks, where does the enemy spawn?[message #339555]
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Sat, 21 February 2015 14:27
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JA2 Fanatic |
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Messages:40
Registered:February 2005 Location: Vienna/austria |
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i am up to my 3rd counterattack now in my current game, the one in alma. since i have the cambria sam i saw a big bunch of enemy pop up in tixa right after the alma meanwhile cutscene.
this made me think, where do they spawn? what would have happened if i had the tixa sector in my control? there where like 90+ enemys in it, did they move there or spawn in there? what happens when i have my 2nd team in tixa at the time?
i ask cause i dont want to create a situation where i spawn a counterattack in my own controled territory or some weird stuff where they may spawn in a sector i have militia? not sure if that is possible at all?
anyone know how they are placed on the map? how does the computer decide where to place them?
[Updated on: Sat, 21 February 2015 14:40] Report message to a moderator
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Corporal
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| Re: The counterattacks, where does the enemy spawn?[message #339558 is a reply to message #339557]
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Sat, 21 February 2015 16:31 
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| Flugente |
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Messages:3503
Registered:April 2009 Location: Germany |
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Highly spoilerific, so read at own risk.
A counterattack' troops are spawned like this:
Toggle Spoiler
- Drassen: SEC_H13
- Chitzena: SEC_H3
- Grumm: SEC_M3, SEC_M2 and SEC_M6
- Cambria: SEC_M6 and SEC_L11
- Alma: SEC_G9
- Balime: SEC_N5
If a start sector is not enemy-occupied, the attack will start from sector(STRATEGIC_AI_SPAWN_SECTOR_X, STRATEGIC_AI_SPAWN_SECTOR_Y) instead (see Mod_Settings.ini). Apart from the Cambria L11 group, which tries N9 first.
A counterattack consists of 4 same-sized enemy groups. A group consists hat difficulty levels <MinEnemyGroupSize> (see DifficultySettings.xml) + 3 * difficulty levels index (1 to 4) normal soldiers.
Should you, poor being that you are, have decided to create your own difficulty level, then that index is chosen randomly. This means that the size of the counterattack can be up to 4 * 3 * (4-1) = 36 soldiers higher/lower than you'd reasonably expect, because certain people have no clue at all what they are doing in the code, and I don't see why I should repair the shit they create.
Anyway, each group has a chance for one of their soldiers to become a tank, according to the tank ini options. On higher difficulty levels (read: a high index in that damn xml), this gets more likely and at some point always happens.
Each group gets ((number of soldiers) - (number of soldiers) / index) elite soldiers extra. Like above, should you have created a new difficulty level, index will be random, so you can have up to 4 * (number of soldiers) * 0.75 elites more/less than you expect.
The 4 groups have different target sectors, which I won't list here. 3 of them simply wait at the target, while one is the 'triggergroup'  . This group moves to a city sector, and as the other groups should be in adjacent sectors, they will reinforce, creating the massive assault from multiple sides (for example, the DCA has two groups in the east, one of which is the trigger).
The groups indeed are created out of thin air... then again, so are all other groups an militia too. While having them spawn in P3 is the least hassle, I spawned them in more forward positions, so that they attack faster. However, I do see a possible bug in the function that decides whether a sector is enemy-occupied and will fix that today, though this is almost academic.
Edit: evöl typo
[Updated on: Sat, 21 February 2015 16:42]
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.
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| Re: The counterattacks, where does the enemy spawn?[message #339585 is a reply to message #339583]
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Sun, 22 February 2015 09:53
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JA2 Fanatic |
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Messages:40
Registered:February 2005 Location: Vienna/austria |
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thanks for the fast and informative response. all questions i had are answered, and even more.
say did anyone think about adding a "increasing" difficulty to the counterattacks. in a way that the first, no matter which city it is would start out smaler and ramp up every counterattack after the first. no matter in what order you take the citys.
the thing is i like the counterattacks, but they get easier the more gear you have and the more firepower you pack. so in fact there is a reverse progression of difficulty right now. my first counterattack ~100 dudes in drassen, i had to fight in 3 seperate battles as i could not stomach so many with only pistols and vintage SMG´s(i play with slow item progression).
the 2nd one in cambria was easier with better gear and i played 3rd counterattack yesterday, the one in alma and it took more quiet some houers, but it had the feeling it was the easiest of the 3 so far. not cause there is any difference, the alma prison sector(i play AR 1.4) was even pretty bad to defend at night yet it was not as hard as the drassen counterattack once you have a proper squad with decent gear.
i was thinking about that, maybe it would be a idea to like send 50% of the normal force for the first CA, 75% for the 2nd, and already 100% of the troops for the 3rd and all that come after.
maybe that would make masochist mode a bit less masochistic, cause the real big hurdle is the drassen one(usually the 1st for me), where you have probably crappy gear and maybe only 4 mercs at the time. if the 1st one you face would be less "intense" maybe less ppl would complain.
just an idea.
[Updated on: Sun, 22 February 2015 09:57] Report message to a moderator
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Corporal
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