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Replying to "preferred enemy" rule for some squads in Unification scar code... possible?


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EzArIk

Posted 25 September 2019 - 03:06 AM

could maybe use a dummy weapon with weapon impact ability that spawns an invisible entity which applies weakening effect applied to target squad in radius but with apply_to_squad_type for effected squads (e.g. eldar_banshee_squad, necron_pariah_squad, something_else_squad, etc) and in theory that could probably work reasonably well since it would have no effect on incorrect targets

 

Edit: (could still be a problem if the same target is underfire from two such dummies, (could maybe make modifier exclusive though ?) (or make it work backwards and boost a targeted squad who prefers you as an enemy slightly with exclusive modifier ?))


fuggles

Posted 16 February 2019 - 06:02 PM

You could do it 1v1 but horrible for balance.

Roderick

Posted 15 February 2019 - 11:00 PM

Yes I realized that... I was thinking only in 1v1 situations but it is not the common way.


Kasrkin84

Posted 13 February 2019 - 11:26 PM

Yeah, you could only really do something like this as part of a massive total overhaul mod like UA or FoK (which have both gone to town on creating new armour types for various things), which fundamentally isn't something Unification is designed for.


Gambit

Posted 13 February 2019 - 08:58 PM

...there are cases where a specific troop type is meant to have a bonus against a particular type of enemy...

Well, it is as brother Fuggles said.

I could make it, so SPECIFIC squads to cause more damage against SPECIFIC foes if I had more functions, like functions discerning WHO is attacking WHO. Otherwise, it is too complex, I am afraid.

 

It is possible and perfectly doable, without SCaR. With pecifically-created armour types.

And then a macro, adding the proper values to all weapons. Easy.

And if we do that, we can add more armour types - and we DO need them, if you ask me.

For example, we need monster_med and _high, to be different from daemon_med and _high (the latter do not exist of course).

 

But this perplexes things. ONLY if Unification was to be a stand-alone mod (all races, as par of it) could be done.

... I do not think we must engage something like his now.


fuggles

Posted 13 February 2019 - 04:33 PM

Not consistently. The only way to really do this would be through armour class and alter the weapon values, but would need a huge rewrite. You could give a SCAR DPS bonus for weapons if it was a 1v1 but would be janky outside of the 1v1 arena.


Roderick

Posted 13 February 2019 - 04:23 PM

I've seen that it is not made that way in vanilla but there are cases where a specific troop type is meant to have a bonus against a particular type of enemy. This is accomplished more or less by the weapon the squad units carries and their stats against the different types of armor: but this is only a partial implementation of the rock-paper-scissors and does not point to specific armies, say xeno, eldar, ork, necron, demon (well, demon is a type of armor so it applies).

 

Could an extra bonus layer be applied to certain squads or to their weapon set by means of scar code for Unification? At some place there would be a tag system for each supported race to indicate if they are xeno, demon, chaos, or ork, eldar, human, astartes, etc. The weapon bonus should be modified against these type of armies (notice that I'm not going into fine detail in case of armies where there are combined types of troops, maybe possible too but complicated and it is already an armor system).

 

The preferred enemy rule applies as a global rule against an enemy army, either for all the player army or for some specialized anti-something squads, if I'm not wrong.

 

I'm not sure how is the current scar system for race management so I toss the idea here. Of course it should be something no affecting the design if the unification is not used (it is an addition), because I think it is impossible or more difficult to make it for each race mod independently.


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