Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Feature Request] Timechance in MinEnemyGroupSize and PercentElitesBonus
[Feature Request] Timechance in MinEnemyGroupSize and PercentElitesBonus[message #344565] Wed, 16 March 2016 19:14 Go to next message
Tiger87

 
Messages:29
Registered:October 2014
I hope i can explain my Idea with my bad english.

This ist the is-status of Arulco:
No matter what phase of the game, the troop size and PercentElitesBonus is always the same.

This ist the realistic status of Arulco:
At the beginning of the campaign the war is over. Deidranna beat the rebels. No large army is needed anymore. So the Queen has only some small police forces in the north of the country. After a couple of defeats the queen sends the army. But only few poorly trained soldiers, because the mercenaries are still underestimated and the queen is stingy (
The queen saving for a plastic surgery cheeky ). After the loss of a city she has enough and is gearing up for war (Number and quality). With increasing gaming process (or time or Time&gaming process ), the troops size increases. Something like platoon, company, divisions, brigades and battalions. Here is also a possible intersection of the General Feature. Better troopsize --> better hostile leader

[Updated on: Wed, 16 March 2016 19:27]

Re: [Feature Request] Timechance in MinEnemyGroupSize and PercentElitesBonus[message #344583 is a reply to message #344565] Thu, 17 March 2016 14:15 Go to previous messageGo to next message
Tiger87

 
Messages:29
Registered:October 2014
No reaction. Is the idea too boring or unworkable?
Re: [Feature Request] Timechance in MinEnemyGroupSize and PercentElitesBonus[message #344590 is a reply to message #344583] Thu, 17 March 2016 22:13 Go to previous messageGo to next message
Flugente

 
Messages:3098
Registered:April 2009
Location: Germany
While you can't really know that, the enemy group size is rather... sensitive to changes. A while ago, I altered it in one of my games later on - as a result, the queen stopped sending out troops altogether, because the new groups were deemed 'too small to travel alone'. Similarly, increasing the size can stop existing groups from moving. Strategic enemy group behaviour is notoriously bad to change, as changes can have unintended consequences (it's a zoo of not-well documented functions down there).
Simply put, that part is doable, but I'd advise against it.

As far as I can tell, PercentElitesBonus is only evaluated once - during campaign start. I'm not sure whether changing troop composition with a variable value later on would be a problem.
Personally, I'm not interested, as I feel 'elites' should only be a small percentage of the enemy. Having elites make up > 50% of the enemies later on is somewhat nonsensical happy

It would be easier to speed up strategic AI reactions (see <BaseDelayInMinutesBetweenEvaluations> and <EvaluationDelayVariance> in DifficultySettings.xml). The General Feature gives the AI a bonus on that per General. Having that bonus grow according to player progress would be possible and is not a bad idea, actually.

Note, however, that with the more patrols you wipe out, the more the queen can possibly replace. If you feel the game is too easy, set the above values to sth very low (like, 15 minutes or sth.). The change is noticable after a while happy



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: [Feature Request] Timechance in MinEnemyGroupSize and PercentElitesBonus[message #344591 is a reply to message #344590] Thu, 17 March 2016 22:52 Go to previous message
Tiger87

 
Messages:29
Registered:October 2014
Thanks Flugente. That's too bad. But one day there will be no more limits in JA2 matrix for your magic fingers.
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