In game handicap?
Posted: 29 May 2007, 22:28
Not sure if this goes in feature requests or mods. Looks like it would have to be a mod for now, and if it catches on, as another option on the pre-game screen would be cool.
The theory:
An in game handicap that adjusts constantly to your overall 'power/'influence'/'strength' compared to everyone else's. The only way to win or break the stalemate would be to execute many well planned checkmates within a very short span of time or simultaneously. Also, a contingency plan would be needed in case you botch the job and don't entirely exterminate them, because then you'd be facing essentially super/nearly-invulnerable units until they've recovered the other half of the map or more.
No more games that become permanently one sided, the AI would be much more challenging to eradicate, and newbies could put up a fight at the end.
It could probably be done in LUA. A count of the res all your unit's are worth, or your incoming res flow, or how much damage all your units could do in one second. Or a variable derived from all three. I've never used LUA before. VB and GML is all I've bothered to fiddle with so far, as well as some limited C++. Any ideas on how to calculate these values in LUA?
I know it is impossible to edit unit stats in game currently (around V.74 now?) without replacing the unit entirely. But that's coming in V.75 or V.76 isn't it? Just have it refresh the multiplier & the unit stats affected by it every 5 - 10 seconds or so. Possibly only every minute, as it would give slower game-ending weapons a chance before the other side becomes all powerful.
I'll have to wait till V.75 or later won't I? If not, how do I do this? How does the current handicap system set at the pre-game screen work?
Thanks for any responses.
The theory:
An in game handicap that adjusts constantly to your overall 'power/'influence'/'strength' compared to everyone else's. The only way to win or break the stalemate would be to execute many well planned checkmates within a very short span of time or simultaneously. Also, a contingency plan would be needed in case you botch the job and don't entirely exterminate them, because then you'd be facing essentially super/nearly-invulnerable units until they've recovered the other half of the map or more.
No more games that become permanently one sided, the AI would be much more challenging to eradicate, and newbies could put up a fight at the end.
It could probably be done in LUA. A count of the res all your unit's are worth, or your incoming res flow, or how much damage all your units could do in one second. Or a variable derived from all three. I've never used LUA before. VB and GML is all I've bothered to fiddle with so far, as well as some limited C++. Any ideas on how to calculate these values in LUA?
I know it is impossible to edit unit stats in game currently (around V.74 now?) without replacing the unit entirely. But that's coming in V.75 or V.76 isn't it? Just have it refresh the multiplier & the unit stats affected by it every 5 - 10 seconds or so. Possibly only every minute, as it would give slower game-ending weapons a chance before the other side becomes all powerful.
I'll have to wait till V.75 or later won't I? If not, how do I do this? How does the current handicap system set at the pre-game screen work?
Thanks for any responses.