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thudo

Member Since 27 Mar 2004
Offline Last Active Yesterday, 05:57 PM

Posts I've Made

In Topic: UCS Ranges for all Projects

19 February 2024 - 03:29 PM

Done! Added to the first post.

 

Also added Penal Legions to the list as well based on Cneus request.


In Topic: UCS Ranges for all Projects

18 February 2024 - 04:31 PM

Do you have a formal UCS range you'd like to request? I would always recommend a safe range of between 5-10K lines just in-case.


In Topic: UCS Ranges for all Projects

29 July 2023 - 04:57 PM

Added the following based on a new request..

Adeptus Mechanicus (Warekit) 10190000 - 10199999


In Topic: Alien Hunters - Deathwatch Development

23 July 2023 - 03:24 PM

:w00t:


In Topic: AI function to attack a specific enemy unit

19 March 2023 - 08:34 PM

The effectiveness table in the Unitstats.ai DOES NOT tell the AI to specifically target higher value classes, it only gives the AI an incentive to build that specific unit based on the class value so if you give a value of 10 to the Commander class in that table it just incentivizes the AI to build that unit if the enemy has more commander units fielded at the time. Also, its ONLY that first effectiveness line that causes this, the other effectiveness lines are just to incentivize upgrades.

 

If you want the unit to target specific units you need that in the unit's own tactic file BUT its only based on class type that we have that code. ie.. in UA's Eldar Farseer ability we created a tactic for an entity spawned by the Farseer to basically prioritize an array of enemy class types to hunt down assassin-like so you could make a hunter killer-like unit go around and only eliminate builder units OR monsters OR buildings but ONLY based on class_type. You cannot do specific named units per se as what happens when a new faction is introduced: will you keep updating the array forever? Its better to do selective targeting based on class_type so it will always work even with new factions or projects introduced so its adaptive.