Quote:
Originally Posted by Goblin Wizard
Could you explain "the different ability with the primary weapon"? Any examples of these abilities?
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Primary weapon is the bonus you give in the upgrade unit screen, with value from 0 to 3. Higher is the value higher is the efficiency on the use of weapons . At example it modify the possibility to make a hit but not the factor related to weapon type (like armour piercing capacity or maximum damage).
Quote:
Originally Posted by Goblin Wizard
Another thing - how the reinforcements cost is scaled (..\data\gui\map.gui.aix)
Code:
var restorePrice : Integer;
[*] = ; if selectedCommander > 0 then
[*] = ; restorePrice := floor(100*selectedUnitsCountByTemplate*(1+1.5*selectedIntSize)) //restore of first humans squad cost less
[*] = ; else
[*] = ; begin
[*] = ; var armorKoef : Integer = 2;
[*] = ; case selectedUnitArmor of
[*] = ; 0 : armorKoef := 2;
[*] = ; 1 : armorKoef := 4;
[*] = ; 2 : armorKoef := 8;
[*] = ; 3 : armorKoef := 12;
[*] = ; end;
[*] = ; restorePrice := selectedPrice * armorKoef;
[*] = ; end
This part looks ok but a few lines below we can see something like this:
Code:
var armorKoef : Integer = 1;
[*] = ; case selectedUnitArmor of
[*] = ; 0 : armorKoef := 1;
[*] = ; 1 : armorKoef := 1;
[*] = ; 2 : armorKoef := 10;
[*] = ; 3 : armorKoef := 10;
[*] = ; end;
[*] = ; selectedPrice := selectedPrice * armorKoef;
I'm curious why units with armor >1 cost 10 times more to reinforce? Maybe it works under different circumstances?
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Armour 3 is a very expensive value, because make a big difference in fight (is a complete knight armour) it was the more expensive things in war with the warhorse. The routine suppose if you must reinforce a unit of knights you must pay also for their equipment which is more expensive of that of militia.
I see you start soon to play with the code
Quote:
Units with shields on the back. When does such a unit use shield or when the shield works?
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BLock hit from the back direction, if I remember well the routines