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bi-annual monster revamp #3306
bi-annual monster revamp #3306
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there is a 18ab4bb in this history, not sure why the commit is suddenly 01b1805 in the master (@geoffthemedio did you force-push to master?), so I kick that 18ab commit out of the history and again do a rebase (actually the contents is the same and it is the current tip so there is no reason for a repush, dunno) |
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Not intentionally or that I know of. |
AFAICT this is good for merge |
With this applied, I get some AI chat error messages: |
thanks for catching this |
I was playtesting this a bit and i have a freeoriond crash if i send a carrier into battle. Not sure how this is possible (enemy has only mass driver, so my changes should not have an influence on the combat at all). I went and build 0437322 (weekly-build) and older revisions locally. And I get the same behaviour shrug edit: I think the cause is the m_species_name reference in Fighter.cpp |
…uble-shot In bout 2 attacks 2 fighters After that it attacks ships if such are available. Else it crushes fighters and planets. So main attack is delayed. Making it two shots keeps overall damage and shield piercing the same. Note that this doubles damage growth
…n helping monsters keep the fighters and swarms away * all 12 shots do 1 damage in round 2 * targets everything
more versatile, same level of damage
…ix dam scaling Switch SM_GUARD_3 useless Flak upgrade to similar ARC_DISRUPTOR upgrade (also fix damage scaling for upgrade) Switch SM_GUARD_2 Flak upgrade from damage to shots; also fix scaling
…ons will be wrong if weapons do not shoot every combat round E.g. for close range weapons like SR_JAWS the estimation will be double the real value This is to be solved in a later PR
Cause it is only used by monsters and i dont want to review all the slots.
Making things configurable has one huge drawback. It takes time and resources to implement and support. And it pays off only if you did it correctly. At this point, I'd suggest hardcoding these combat rounds (both in text and focs). This will make things simpler. And later on when/if we decide to change how combat works, we can just manually fix all weapon scripts and translation entries. At least we will have a better understanding of why we need to do it. Actually, I think that 4 rounds and existing focus features give a lot of flexibility. |
Adjustable combat rounds is in the game since forever (and it doesnt play nicely with "ranges"). Adding the values for ranges takes me about ten minutes I think. I just dont know if geoff wants it or not.
so basically you take back your suggestion and you agree the PR can be merged in its current state? |
I don't really care / have an opinion about it. Keep the rule defined in FOCS, not C++, though. |
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Cool, done One upside of using the value refs in stringtables is that you can see in the encyclopedia that you can adjust the value using a game rule. |
My suggestion was to remove |
…E_TARGETING_RANGE SR_TENTACLE and SR_GRAV_PULSE depend on the fighter launch pattern so currently no SHORT_TARGETING_RANGE is necessary
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is this done? |
Yes. |
Updating monsters to current state of the game
forum thread
Polished basically all monsters we have.
What i did not do: krill-eating predators, flight behaviour
Only place I changed behaviour: tree are not aggressive anymore, but obstructive
What is missing: a graphic (and maybe better naming etc) for SR_GRAV_PULSE, i reused the grav pulse bombardment weapon icon