The request stems from this thread. In this example I would like to make every single unit treat this unit as a less important target when closed, this would be trivial to do in the unit script if lua could modify power.
The new callins look promising but they seem like overkill for this application. Any solution with these callins looks like it would be slower than a power modification as every unit would need to use the callin to modify the weight of a single target.
Assuming the game uses experienceMult=0 and xp is used for nothing else, what side effects does it have?
From a comment in modrules.lua
power = default power * (1 + (powerScale * xp/(1 + xp) ) )
This gives a limit range; power range = default power*[1, 1+powerScale)
To be able to 'lose power' a unit must be created with xp. Anyway ZK uses XP to some extent so this isn't a solution. It demonstrates to me that power modification during the game is technically possible (well the parameter could be broken....)
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