Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > PROJECT: How to fix veteran investigate city chance
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
CivGroups
CTP2 Source Code Project (59): Not a Member - Join

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:22
  Old Post 03-07-2004 21:50
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
PROJECT: How to fix veteran investigate city chance Lose 30 kilos (of popups)

When a veteran spy or cyberninja investigates a city he should have a higher chance of beeing successful than a non veteran unit.

In the Units.txt file is defined:

code:
InvestigateCity { Chance 0.75 EliteChance 0.1 DeathChance 0.5 }

Because here it seems was the intention to add the EliteChance to the normal Chance.

In the source will the normal chance be overwritten with the EliteChance value, making a veteran spy very unsuccessful.
code:
if(Flag(k_UDF_IS_VET)) { chance = eliteChance; }


So we can change the source and add the EliteChance to che Chance or we can set a high value in the Unit.txt file.

The CradleMod for example has changed the EliteChance to an absolute value higher than the Chance value to get this working correct.

So I would vote for updating the values in the Unit.txt file for spy and cyberninja to be more compatible to the existing mods and suggest to include the modified unit.txt in the next playtest version.

code:
InvestigateCity { Chance 0.75 EliteChance 0.85 DeathChance 0.5 }


If this is ok, i can post a changed unit.txt file to the AlteredSource thread.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:22
  Old Post 03-07-2004 22:34
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Increase Your PM Length

this sounds about right to me.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:22
  Old Post 04-07-2004 00:20 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Increase the size of your Attachments

Yes, that seems the right solution - if it was to be added then the field should be called something else like EliteChanceBonus, and we don't want to change the name.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:22
Arrow  Old Post 06-07-2004 02:25 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Lose 30 kilos (of popups)

Can I suggest one additional change:

code:
InvestigateCity { Chance 0.75 DeathChance 0.5 EliteChance 0.85 EliteDeathChance 0.85 }


A regular unit would have a 75% chance of success and a 25% chance of failure. If it failed it has a 50% chance of being caught and killed (75% success, 12.5% fail+escape, 12.5% fail+death)

A veteran unit would have an 85% chance of success and a 15% chance of failure. If the unit failed the veteran would have only a 15% chance of being caught and killed (85% success, 12.75% fail+escape, 2.25% fail+death)

(Just hypothetical numbers! We could set EliteDeathChance to be the same as DeathChance for the playtest and allow modders to come up with their own values)

Last edited by Flinx on 06-07-2004 at 02:32

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:22.
Apolyton Time is 00:22.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0417 seconds (87.24% PHP - 12.76% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net