Forged Alliance Forever Forged Alliance Forever Forums 2016-04-10T13:23:52+02:00 /feed.php?f=41&t=7211 2016-04-10T13:23:52+02:00 2016-04-10T13:23:52+02:00 /viewtopic.php?t=7211&p=124938#p124938 <![CDATA[Re: Handicap Mod]]> Statistics: Posted by SC-Account — 10 Apr 2016, 13:23


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2016-04-09T15:45:58+02:00 2016-04-09T15:45:58+02:00 /viewtopic.php?t=7211&p=124873#p124873 <![CDATA[Re: Handicap Mod]]>

Statistics: Posted by MobiusBE — 09 Apr 2016, 15:45


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2015-09-06T17:58:04+02:00 2015-09-06T17:58:04+02:00 /viewtopic.php?t=7211&p=109526#p109526 <![CDATA[Re: Handicap Mod]]>
Exotic_Retard wrote:
if this is made i would handicap the better player rather than boost the worse one - because then the worse player will see the correct numbers, while the better one won't be as confused.

for same reason as above, i think a mass/power generation nerf would be better than reduced unit hp

[...]

you would use this to play vs noobs so they see correct gameplay while not being wrecked as hard

I agree. With Warcraft 3 the handicap was an hp nerf and that really sucks to play with.
Also, I agree an economy nerf for the better player is better than a buff for the lower rated player.

Still, I don't think that is really enough.


Give FREE units
I would give the 'worse player' groups of free units at certain times. This will give them a much better chance of holding on in the game. As said, having a big eco lead does nothing if you don't have the buildpower, and having a big eco lead does nothing against a flock of gunships.
  • Every 5 minutes of game time get free land, air and naval units.
  • Units are of a standard composition for your faction (for example strikers, lobo's and archers).
  • Get 5% of total units on the map of each tech level of each type (rounded up):
    For example: In total there are 100 T1 land units, 40 T1 air units, and 1 T3 air unit on the map.
    'Worse players' get: 5 T1 land units (3 strikers, 1 archer, 1 lobo), 2 T1 air units (2 interceptors), 1 T3 air unit (1 ASF).

Statistics: Posted by Valki — 06 Sep 2015, 17:58


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2015-09-06T15:31:24+02:00 2015-09-06T15:31:24+02:00 /viewtopic.php?t=7211&p=109511#p109511 <![CDATA[Re: Handicap Mod]]> Statistics: Posted by Deering — 06 Sep 2015, 15:31


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2015-09-06T14:31:53+02:00 2015-09-06T14:31:53+02:00 /viewtopic.php?t=7211&p=109510#p109510 <![CDATA[Re: Handicap Mod]]>
for same reason as above, i think a mass/power generation nerf would be better than reduced unit hp

however that would ruin some BOs but eh.


also this probably wont see ranked play but that's not exactly the point of it, is it?

you would use this to play vs noobs so they see correct gameplay while not being wrecked as hard

Statistics: Posted by Exotic_Retard — 06 Sep 2015, 14:31


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2015-09-06T04:06:34+02:00 2015-09-06T04:06:34+02:00 /viewtopic.php?t=7211&p=109482#p109482 <![CDATA[Re: Handicap Mod]]>
Examine the default 2* resources mod to find how to apply a sweeping eco boost, and applying it in lobby should allow you to easily apply it based on player slot

Statistics: Posted by IceDreamer — 06 Sep 2015, 04:06


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2015-09-05T14:11:24+02:00 2015-09-05T14:11:24+02:00 /viewtopic.php?t=7211&p=109439#p109439 <![CDATA[Re: Handicap Mod]]>
I am currently stuck at not being able to get a copypasta version of phantom to work on my computer off of my local files (so I can mess with it and test my code). Solving this problem would likely lead to victory in the end...

How I believe this can be done:

1: Set up Dummy Factions in addition to the regular 5 (an example exists in phantom)

Code:
FACTION_NAMES[6] = "random"

local RandomNoUEFFaction = {
        Key = 'randomNoUEF',
        DisplayName = "Random, but not UEF",       
        SmallIcon = "/faction_icon-sm/random_ico_no_uef.dds",
        TooltipID = 'lob_random_no_uef',
    }
   


Could be something like

Code:
FACTION_NAMES[6] = "Handi UEF"

local HandiUEFFaction = {
        Key = 'HandiUEF',
        DisplayName = "Handicapped UEF with increased build rate and resource production",       
        SmallIcon = "/faction_icon-sm/uef_ico.dds", --Changing this Icon to one with inverted colors would make it easy to see who has it enable and who does not
        TooltipID = 'ThisNeedToBeMadeAsIDontUnderstandThis',  --Probably localization strings?
    }

FACTION_NAMES[7] = "Handi Aeon"

local HandiUEFFaction = {
        Key = 'HandiAEON',
        DisplayName = "Handicapped Aeon with increased build rate and resource production",       
        SmallIcon = "aeon_ico.dds", --Changing this Icon to one with inverted colors would make it easy to see who has it enable and who does not
        TooltipID = 'ThisNeedToBeMadeAsIDontUnderstandThis',  --Probably localization strings?
    }

FACTION_NAMES[8] = "Handi Cybran"

local HandiCybranFaction = {
        Key = 'HandiCybran',
        DisplayName = "Handicapped Cybran with increased build rate and resource production",       
        SmallIcon = "cybran_ico.dds", --Changing this Icon to one with inverted colors would make it easy to see who has it enable and who does not
        TooltipID = 'ThisNeedToBeMadeAsIDontUnderstandThis',  --Probably localization strings?
    }

FACTION_NAMES[9] = "Handi Seraphim"

local HandiSERAPHIMFaction = {
        Key = 'HandiSERAPHIM',
        DisplayName = "Handicapped Seraphim with increased build rate and resource production",       
        SmallIcon = "seraphim_ico.dds",   --Changing this Icon to one with inverted colors would make it easy to see who has it enable and who does not                                                                       
        TooltipID = 'ThisNeedToBeMadeAsIDontUnderstandThis',  --Probably localization strings?
    }

FACTION_NAMES[10] = "Handi Random"

local HandiRANDOMFaction = {
        Key = 'HandiRANDOM',
        DisplayName = "A Randomly selected Handicapped race with increased build rate and resource production",       
        SmallIcon = "random_ico.dds", --Changing this Icon to one with inverted colors would make it easy to see who has it enable and who does not
        TooltipID = 'ThisNeedToBeMadeAsIDontUnderstandThis',  --Probably localization strings?
    }



2: Assign factions to players with dummy factions while also tripping a boolean variable array for those players with Handicap Enabled (Example code is for cheating AI's but could probably be used in OnCreateHuman instead for our purposes).

Spoiler: show
OnCreateAI = function(self, planName)
self:CreateBrainShared(planName)

--LOG('*AI DEBUG: AI planName = ', repr(planName))
--LOG('*AI DEBUG: SCENARIO AI PLAN LIST = ', repr(aiScenarioPlans))
local civilian = false
for name,data in ScenarioInfo.ArmySetup do
if name == self.Name then
civilian = data.Civilian
break
end
end
if not civilian then
local per = ScenarioInfo.ArmySetup[self.Name].AIPersonality

-- Flag this brain as a possible brain to have skirmish systems enabled on
self.SkirmishSystems = true

local cheatPos = string.find( per, 'cheat')
if cheatPos then
AIUtils.SetupCheat(self, true)
ScenarioInfo.ArmySetup[self.Name].AIPersonality = string.sub( per, 1, cheatPos - 1 )
end


self.CurrentPlan = self.AIPlansList[self:GetFactionIndex()][1]

--LOG('*AI DEBUG: AI PLAN LIST = ', repr(self.AIPlansList))
--LOG('===== AI DEBUG: AI Brain Fork Theads =====')
self.EvaluateThread = self:ForkThread(self.EvaluateAIThread)
self.ExecuteThread = self:ForkThread(self.ExecuteAIThread)

self.PlatoonNameCounter = {}
self.PlatoonNameCounter['AttackForce'] = 0
self.BaseTemplates = {}
self.RepeatExecution = true
self:InitializeEconomyState()
self.IntelData = {
ScoutCounter = 0,
}

------changed this for Sorian AI
--Flag enemy starting locations with threat?
if ScenarioInfo.type == 'skirmish' and string.find(per, 'sorian') then
--Gives the initial threat a type so initial land platoons will actually attack it.
self:AddInitialEnemyThreatSorian(200, 0.005, 'Economy')
elseif ScenarioInfo.type == 'skirmish' then
self:AddInitialEnemyThreat(200, 0.005)
end
end
self.UnitBuiltTriggerList = {}
self.FactoryAssistList = {}
self.BrainType = 'AI'
end,


Code:
            local cheatPos = string.find( per, 'cheat')
            if cheatPos then
                AIUtils.SetupCheat(self, true)
                ScenarioInfo.ArmySetup[self.Name].AIPersonality = string.sub( per, 1, cheatPos - 1 )
            end


I don't REALLY understand whats going on in this as I don't read Lua.

From what I can tell it seems like like for each Computer it spawns it checks their key value that was bound to them when they were given their AI.

See:
Spoiler: show
#****************************************************************************
#**
#** File : /lua/AI/CustomAIs_v2/SorianAI.lua
#** Author(s): Michael Robbins aka Sorian
#**
#** Summary : Utility File to insert custom AI into the game.
#**
#****************************************************************************

AI = {
Name = "Sorian AI",
Version = "2.1.1",
AIList = {
{
key = 'sorian',
name = "AI: Sorian AI",
},
{
key = 'sorianrush',
name = "AI: Sorian AI Rush",
},
{
key = 'sorianair',
name = "AI: Sorian AI Air",
},
{
key = 'sorianwater',
name = "AI: Sorian AI Water",
},
{
key = 'sorianturtle',
name = "AI: Sorian AI Turtle",
},
{
key = 'sorianadaptive',
name = "AI: Sorian AI Adaptive",
},
},
CheatAIList = {
{
key = 'soriancheat',
name = "AIx: Sorian AI",
},
{
key = 'sorianrushcheat',
name = "AIx: Sorian AI Rush",
},
{
key = 'sorianaircheat',
name = "AIx: Sorian AI Air",
},
{
key = 'sorianwatercheat',
name = "AIx: Sorian AI Water",
},
{
key = 'sorianturtlecheat',
name = "AIx: Sorian AI Turtle",
},
{
key = 'sorianadaptivecheat',
name = "AIx: Sorian AI Adaptive",
},
},
}


.. and if it finds the string "cheat" inside it trips the boolean, and then it checks to see if its tripped and then uses the function to add resource production and build power.

See:
Spoiler: show
function SetupCheat(aiBrain, cheatBool)
if cheatBool then
aiBrain.CheatEnabled = true

local buffDef = Buffs['CheatBuildRate']
local buffAffects = buffDef.Affects
buffAffects.BuildRate.Mult = tonumber(ScenarioInfo.Options.BuildMult)
-- LOG('*AI DEBUG: Build Rate Modified to: '..tonumber(ScenarioInfo.Options.BuildMult))

buffDef = Buffs['CheatIncome']
buffAffects = buffDef.Affects
buffAffects.EnergyProduction.Mult = tonumber(ScenarioInfo.Options.CheatMult)
buffAffects.MassProduction.Mult = tonumber(ScenarioInfo.Options.CheatMult)
-- LOG('*AI DEBUG: Resource Rate Modified to: '..tonumber(ScenarioInfo.Options.CheatMult))

local pool = aiBrain:GetPlatoonUniquelyNamed('ArmyPool')
for k,v in pool:GetPlatoonUnits() do
-- Apply build rate and income buffs
ApplyCheatBuffs(v)
end

end
end


I think this can be changed to make a player handicap but I am not all the way sure on the syntax etc.

3: Set up options in the lobby for setting the Handicap rate for the players separately from the rate for the Alx Computers (might as well do this step while at it since it allows people to play vs/with AlxAI while also using handicaps)

This:
Spoiler: show
AIOpts = {
{
default = 11,
label = "AIx Cheat Multiplier",
help = "Set the cheat multiplier for the cheating AIs.",
key = 'CheatMult',
values = {
{
text = "1.0",
help = "Cheat multiplier of 1.0",
key = '1.0',
},
{
text = "1.1",
help = "Cheat multiplier of 1.1",
key = '1.1',
},
{
text = "1.2",
help = "Cheat multiplier of 1.2",
key = '1.2',
},
{
text = "1.3",
help = "Cheat multiplier of 1.3",
key = '1.3',
},
{
text = "1.4",
help = "Cheat multiplier of 1.4",
key = '1.4',
},
{
text = "1.5",
help = "Cheat multiplier of 1.5",
key = '1.5',
},
{
text = "1.6",
help = "Cheat multiplier of 1.6",
key = '1.6',
},
{
text = "1.7",
help = "Cheat multiplier of 1.7",
key = '1.7',
},
{
text = "1.8",
help = "Cheat multiplier of 1.8",
key = '1.8',
},
{
text = "1.9",
help = "Cheat multiplier of 1.9",
key = '1.9',
},
{
text = "2.0",
help = "Cheat multiplier of 2.0",
key = '2.0',
},
{
text = "2.1",
help = "Cheat multiplier of 2.1",
key = '2.1',
},
{
text = "2.2",
help = "Cheat multiplier of 2.2",
key = '2.2',
},
{
text = "2.3",
help = "Cheat multiplier of 2.3",
key = '2.3',
},
{
text = "2.4",
help = "Cheat multiplier of 2.4",
key = '2.4',
},
{
text = "2.5",
help = "Cheat multiplier of 2.5",
key = '2.5',
},
{
text = "2.6",
help = "Cheat multiplier of 2.6",
key = '2.6',
},
{
text = "2.7",
help = "Cheat multiplier of 2.7",
key = '2.7',
},
{
text = "2.8",
help = "Cheat multiplier of 2.8",
key = '2.8',
},
{
text = "2.9",
help = "Cheat multiplier of 2.9",
key = '2.9',
},
{
text = "3.0",
help = "Cheat multiplier of 3.0",
key = '3.0',
},
{
text = "3.1",
help = "Cheat multiplier of 3.1",
key = '3.1',
},
{
text = "3.2",
help = "Cheat multiplier of 3.2",
key = '3.2',
},
{
text = "3.3",
help = "Cheat multiplier of 3.3",
key = '3.3',
},
{
text = "3.4",
help = "Cheat multiplier of 3.4",
key = '3.4',
},
{
text = "3.5",
help = "Cheat multiplier of 3.5",
key = '3.5',
},
{
text = "3.6",
help = "Cheat multiplier of 3.6",
key = '3.6',
},
{
text = "3.7",
help = "Cheat multiplier of 3.7",
key = '3.7',
},
{
text = "3.8",
help = "Cheat multiplier of 3.8",
key = '3.8',
},
{
text = "3.9",
help = "Cheat multiplier of 3.9",
key = '3.9',
},
{
text = "4.0",
help = "Cheat multiplier of 4.0",
key = '4.0',
},
{
text = "4.1",
help = "Cheat multiplier of 4.1",
key = '4.1',
},
{
text = "4.2",
help = "Cheat multiplier of 4.2",
key = '4.2',
},
{
text = "4.3",
help = "Cheat multiplier of 4.3",
key = '4.3',
},
{
text = "4.4",
help = "Cheat multiplier of 4.4",
key = '4.4',
},
{
text = "4.5",
help = "Cheat multiplier of 4.5",
key = '4.5',
},
{
text = "4.6",
help = "Cheat multiplier of 4.6",
key = '4.6',
},
{
text = "4.7",
help = "Cheat multiplier of 4.7",
key = '4.7',
},
{
text = "4.8",
help = "Cheat multiplier of 4.8",
key = '4.8',
},
{
text = "4.9",
help = "Cheat multiplier of 4.9",
key = '4.9',
},
{
text = "5.0",
help = "Cheat multiplier of 5.0",
key = '5.0',
},
{
text = "5.1",
help = "Cheat multiplier of 5.1",
key = '5.1',
},
{
text = "5.2",
help = "Cheat multiplier of 5.2",
key = '5.2',
},
{
text = "5.3",
help = "Cheat multiplier of 5.3",
key = '5.3',
},
{
text = "5.4",
help = "Cheat multiplier of 5.4",
key = '5.4',
},
{
text = "5.5",
help = "Cheat multiplier of 5.5",
key = '5.5',
},
{
text = "5.6",
help = "Cheat multiplier of 5.6",
key = '5.6',
},
{
text = "5.7",
help = "Cheat multiplier of 5.7",
key = '5.7',
},
{
text = "5.8",
help = "Cheat multiplier of 5.8",
key = '5.8',
},
{
text = "5.9",
help = "Cheat multiplier of 5.9",
key = '5.9',
},
{
text = "6.0",
help = "Cheat multiplier of 6.0",
key = '6.0',
},
},
},
{ default = 11,
label = "AIx Build Multiplier",
help = "Set the build rate multiplier for the cheating AIs.",
key = 'BuildMult',
values = {
{
text = "1.0",
help = "Build multiplier of 1.0",
key = '1.0',
},
{
text = "1.1",
help = "Build multiplier of 1.1",
key = '1.1',
},
{
text = "1.2",
help = "Build multiplier of 1.2",
key = '1.2',
},
{
text = "1.3",
help = "Build multiplier of 1.3",
key = '1.3',
},
{
text = "1.4",
help = "Build multiplier of 1.4",
key = '1.4',
},
{
text = "1.5",
help = "Build multiplier of 1.5",
key = '1.5',
},
{
text = "1.6",
help = "Build multiplier of 1.6",
key = '1.6',
},
{
text = "1.7",
help = "Build multiplier of 1.7",
key = '1.7',
},
{
text = "1.8",
help = "Build multiplier of 1.8",
key = '1.8',
},
{
text = "1.9",
help = "Build multiplier of 1.9",
key = '1.9',
},
{
text = "2.0",
help = "Build multiplier of 2.0",
key = '2.0',
},
{
text = "2.1",
help = "Build multiplier of 2.1",
key = '2.1',
},
{
text = "2.2",
help = "Build multiplier of 2.2",
key = '2.2',
},
{
text = "2.3",
help = "Build multiplier of 2.3",
key = '2.3',
},
{
text = "2.4",
help = "Build multiplier of 2.4",
key = '2.4',
},
{
text = "2.5",
help = "Build multiplier of 2.5",
key = '2.5',
},
{
text = "2.6",
help = "Build multiplier of 2.6",
key = '2.6',
},
{
text = "2.7",
help = "Build multiplier of 2.7",
key = '2.7',
},
{
text = "2.8",
help = "Build multiplier of 2.8",
key = '2.8',
},
{
text = "2.9",
help = "Build multiplier of 2.9",
key = '2.9',
},
{
text = "3.0",
help = "Build multiplier of 3.0",
key = '3.0',
},
{
text = "3.1",
help = "Build multiplier of 3.1",
key = '3.1',
},
{
text = "3.2",
help = "Build multiplier of 3.2",
key = '3.2',
},
{
text = "3.3",
help = "Build multiplier of 3.3",
key = '3.3',
},
{
text = "3.4",
help = "Build multiplier of 3.4",
key = '3.4',
},
{
text = "3.5",
help = "Build multiplier of 3.5",
key = '3.5',
},
{
text = "3.6",
help = "Build multiplier of 3.6",
key = '3.6',
},
{
text = "3.7",
help = "Build multiplier of 3.7",
key = '3.7',
},
{
text = "3.8",
help = "Build multiplier of 3.8",
key = '3.8',
},
{
text = "3.9",
help = "Build multiplier of 3.9",
key = '3.9',
},
{
text = "4.0",
help = "Build multiplier of 4.0",
key = '4.0',
},
{
text = "4.1",
help = "Build multiplier of 4.1",
key = '4.1',
},
{
text = "4.2",
help = "Build multiplier of 4.2",
key = '4.2',
},
{
text = "4.3",
help = "Build multiplier of 4.3",
key = '4.3',
},
{
text = "4.4",
help = "Build multiplier of 4.4",
key = '4.4',
},
{
text = "4.5",
help = "Build multiplier of 4.5",
key = '4.5',
},
{
text = "4.6",
help = "Build multiplier of 4.6",
key = '4.6',
},
{
text = "4.7",
help = "Build multiplier of 4.7",
key = '4.7',
},
{
text = "4.8",
help = "Build multiplier of 4.8",
key = '4.8',
},
{
text = "4.9",
help = "Build multiplier of 4.9",
key = '4.9',
},
{
text = "5.0",
help = "Build multiplier of 5.0",
key = '5.0',
},
{
text = "5.1",
help = "Build multiplier of 5.1",
key = '5.1',
},
{
text = "5.2",
help = "Build multiplier of 5.2",
key = '5.2',
},
{
text = "5.3",
help = "Build multiplier of 5.3",
key = '5.3',
},
{
text = "5.4",
help = "Build multiplier of 5.4",
key = '5.4',
},
{
text = "5.5",
help = "Build multiplier of 5.5",
key = '5.5',
},
{
text = "5.6",
help = "Build multiplier of 5.6",
key = '5.6',
},
{
text = "5.7",
help = "Build multiplier of 5.7",
key = '5.7',
},
{
text = "5.8",
help = "Build multiplier of 5.8",
key = '5.8',
},
{
text = "5.9",
help = "Build multiplier of 5.9",
key = '5.9',
},
{
text = "6.0",
help = "Build multiplier of 6.0",
key = '6.0',
},
},


Could simply become something like this:
Spoiler: show
HandiOpts = {
{
default = 11,
label = "Handicap Resource Multiplier",
help = "Set the cheat multiplier for the cheating AIs.",
key = 'HandicapIncomeMult',
values = {
{
text = "1.0",
help = "Handicap multiplier of 1.0",
key = '1.0',
},
{
text = "1.1",
help = "Handicap multiplier of 1.1",
key = '1.1',
},
{
text = "1.2",
help = "Handicap multiplier of 1.2",
key = '1.2',
},
{
text = "1.3",
help = "Handicap multiplier of 1.3",
key = '1.3',
},
{
text = "1.4",
help = "Handicap multiplier of 1.4",
key = '1.4',
},
{
text = "1.5",
help = "Handicap multiplier of 1.5",
key = '1.5',
},
{
text = "1.6",
help = "Handicap multiplier of 1.6",
key = '1.6',
},
{
text = "1.7",
help = "Handicap multiplier of 1.7",
key = '1.7',
},
{
text = "1.8",
help = "Handicap multiplier of 1.8",
key = '1.8',
},
{
text = "1.9",
help = "Handicap multiplier of 1.9",
key = '1.9',
},
{
text = "2.0",
help = "Handicap multiplier of 2.0",
key = '2.0',
},
{
text = "2.1",
help = "Handicap multiplier of 2.1",
key = '2.1',
},
{
text = "2.2",
help = "Handicap multiplier of 2.2",
key = '2.2',
},
{
text = "2.3",
help = "Handicap multiplier of 2.3",
key = '2.3',
},
{
text = "2.4",
help = "Handicap multiplier of 2.4",
key = '2.4',
},
{
text = "2.5",
help = "Handicap multiplier of 2.5",
key = '2.5',
},
{
text = "2.6",
help = "Handicap multiplier of 2.6",
key = '2.6',
},
{
text = "2.7",
help = "Handicap multiplier of 2.7",
key = '2.7',
},
{
text = "2.8",
help = "Handicap multiplier of 2.8",
key = '2.8',
},
{
text = "2.9",
help = "Handicap multiplier of 2.9",
key = '2.9',
},
{
text = "3.0",
help = "Handicap multiplier of 3.0",
key = '3.0',
},
{
text = "3.1",
help = "Handicap multiplier of 3.1",
key = '3.1',
},
{
text = "3.2",
help = "Handicap multiplier of 3.2",
key = '3.2',
},
{
text = "3.3",
help = "Handicap multiplier of 3.3",
key = '3.3',
},
{
text = "3.4",
help = "Handicap multiplier of 3.4",
key = '3.4',
},
{
text = "3.5",
help = "Handicap multiplier of 3.5",
key = '3.5',
},
{
text = "3.6",
help = "Handicap multiplier of 3.6",
key = '3.6',
},
{
text = "3.7",
help = "Handicap multiplier of 3.7",
key = '3.7',
},
{
text = "3.8",
help = "Handicap multiplier of 3.8",
key = '3.8',
},
{
text = "3.9",
help = "Handicap multiplier of 3.9",
key = '3.9',
},
{
text = "4.0",
help = "Handicap multiplier of 4.0",
key = '4.0',
},
{
text = "4.1",
help = "Handicap multiplier of 4.1",
key = '4.1',
},
{
text = "4.2",
help = "Handicap multiplier of 4.2",
key = '4.2',
},
{
text = "4.3",
help = "Handicap multiplier of 4.3",
key = '4.3',
},
{
text = "4.4",
help = "Handicap multiplier of 4.4",
key = '4.4',
},
{
text = "4.5",
help = "Handicap multiplier of 4.5",
key = '4.5',
},
{
text = "4.6",
help = "Handicap multiplier of 4.6",
key = '4.6',
},
{
text = "4.7",
help = "Handicap multiplier of 4.7",
key = '4.7',
},
{
text = "4.8",
help = "Handicap multiplier of 4.8",
key = '4.8',
},
{
text = "4.9",
help = "Handicap multiplier of 4.9",
key = '4.9',
},
{
text = "5.0",
help = "Handicap multiplier of 5.0",
key = '5.0',
},
{
text = "5.1",
help = "Handicap multiplier of 5.1",
key = '5.1',
},
{
text = "5.2",
help = "Handicap multiplier of 5.2",
key = '5.2',
},
{
text = "5.3",
help = "Handicap multiplier of 5.3",
key = '5.3',
},
{
text = "5.4",
help = "Handicap multiplier of 5.4",
key = '5.4',
},
{
text = "5.5",
help = "Handicap multiplier of 5.5",
key = '5.5',
},
{
text = "5.6",
help = "Handicap multiplier of 5.6",
key = '5.6',
},
{
text = "5.7",
help = "Handicap multiplier of 5.7",
key = '5.7',
},
{
text = "5.8",
help = "Handicap multiplier of 5.8",
key = '5.8',
},
{
text = "5.9",
help = "Handicap multiplier of 5.9",
key = '5.9',
},
{
text = "6.0",
help = "Handicap multiplier of 6.0",
key = '6.0',
},
},
},
{ default = 11,
label = "AIx Build Multiplier",
help = "Set the build rate multiplier for the Handicaped Players.",
key = 'HandicapBuildMult',
values = {
{
text = "1.0",
help = "Build multiplier of 1.0",
key = '1.0',
},
{
text = "1.1",
help = "Build multiplier of 1.1",
key = '1.1',
},
{
text = "1.2",
help = "Build multiplier of 1.2",
key = '1.2',
},
{
text = "1.3",
help = "Build multiplier of 1.3",
key = '1.3',
},
{
text = "1.4",
help = "Build multiplier of 1.4",
key = '1.4',
},
{
text = "1.5",
help = "Build multiplier of 1.5",
key = '1.5',
},
{
text = "1.6",
help = "Build multiplier of 1.6",
key = '1.6',
},
{
text = "1.7",
help = "Build multiplier of 1.7",
key = '1.7',
},
{
text = "1.8",
help = "Build multiplier of 1.8",
key = '1.8',
},
{
text = "1.9",
help = "Build multiplier of 1.9",
key = '1.9',
},
{
text = "2.0",
help = "Build multiplier of 2.0",
key = '2.0',
},
{
text = "2.1",
help = "Build multiplier of 2.1",
key = '2.1',
},
{
text = "2.2",
help = "Build multiplier of 2.2",
key = '2.2',
},
{
text = "2.3",
help = "Build multiplier of 2.3",
key = '2.3',
},
{
text = "2.4",
help = "Build multiplier of 2.4",
key = '2.4',
},
{
text = "2.5",
help = "Build multiplier of 2.5",
key = '2.5',
},
{
text = "2.6",
help = "Build multiplier of 2.6",
key = '2.6',
},
{
text = "2.7",
help = "Build multiplier of 2.7",
key = '2.7',
},
{
text = "2.8",
help = "Build multiplier of 2.8",
key = '2.8',
},
{
text = "2.9",
help = "Build multiplier of 2.9",
key = '2.9',
},
{
text = "3.0",
help = "Build multiplier of 3.0",
key = '3.0',
},
{
text = "3.1",
help = "Build multiplier of 3.1",
key = '3.1',
},
{
text = "3.2",
help = "Build multiplier of 3.2",
key = '3.2',
},
{
text = "3.3",
help = "Build multiplier of 3.3",
key = '3.3',
},
{
text = "3.4",
help = "Build multiplier of 3.4",
key = '3.4',
},
{
text = "3.5",
help = "Build multiplier of 3.5",
key = '3.5',
},
{
text = "3.6",
help = "Build multiplier of 3.6",
key = '3.6',
},
{
text = "3.7",
help = "Build multiplier of 3.7",
key = '3.7',
},
{
text = "3.8",
help = "Build multiplier of 3.8",
key = '3.8',
},
{
text = "3.9",
help = "Build multiplier of 3.9",
key = '3.9',
},
{
text = "4.0",
help = "Build multiplier of 4.0",
key = '4.0',
},
{
text = "4.1",
help = "Build multiplier of 4.1",
key = '4.1',
},
{
text = "4.2",
help = "Build multiplier of 4.2",
key = '4.2',
},
{
text = "4.3",
help = "Build multiplier of 4.3",
key = '4.3',
},
{
text = "4.4",
help = "Build multiplier of 4.4",
key = '4.4',
},
{
text = "4.5",
help = "Build multiplier of 4.5",
key = '4.5',
},
{
text = "4.6",
help = "Build multiplier of 4.6",
key = '4.6',
},
{
text = "4.7",
help = "Build multiplier of 4.7",
key = '4.7',
},
{
text = "4.8",
help = "Build multiplier of 4.8",
key = '4.8',
},
{
text = "4.9",
help = "Build multiplier of 4.9",
key = '4.9',
},
{
text = "5.0",
help = "Build multiplier of 5.0",
key = '5.0',
},
{
text = "5.1",
help = "Build multiplier of 5.1",
key = '5.1',
},
{
text = "5.2",
help = "Build multiplier of 5.2",
key = '5.2',
},
{
text = "5.3",
help = "Build multiplier of 5.3",
key = '5.3',
},
{
text = "5.4",
help = "Build multiplier of 5.4",
key = '5.4',
},
{
text = "5.5",
help = "Build multiplier of 5.5",
key = '5.5',
},
{
text = "5.6",
help = "Build multiplier of 5.6",
key = '5.6',
},
{
text = "5.7",
help = "Build multiplier of 5.7",
key = '5.7',
},
{
text = "5.8",
help = "Build multiplier of 5.8",
key = '5.8',
},
{
text = "5.9",
help = "Build multiplier of 5.9",
key = '5.9',
},
{
text = "6.0",
help = "Build multiplier of 6.0",
key = '6.0',
},
},


If someone knows how to get a lobby mod like phantom working in FA off of files they can mess around with then I can start trying to test out the code, it really does look like people have made all the pieces we would need already.

Pretty convenient of em eh? ;)

Statistics: Posted by YAHG — 05 Sep 2015, 14:11


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2014-05-12T18:46:21+02:00 2014-05-12T18:46:21+02:00 /viewtopic.php?t=7211&p=72756#p72756 <![CDATA[Re: Handicap Mod]]>
Szakalot wrote:
I think the mod is a great idea, but keep it off the ladder! The whole point of a competitive ladder is that the better player wins, how would one go about determining whether the win was deserved or not, if weaker player was handicapped?

A possible solution would be to include separate matchmaking mode that aims at having 100% game balance via these handicaps. Also solves a problem of balancing 2000 & 0 skill players against two 1000s, you handicap everyone respectively towards the best player.


It wouldn't work. One of the biggest problems newer players have is managing their economy efficiently and using it all. You give them more resources, they're just going to waste them

Statistics: Posted by IceDreamer — 12 May 2014, 18:46


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2014-05-12T18:11:10+02:00 2014-05-12T18:11:10+02:00 /viewtopic.php?t=7211&p=72753#p72753 <![CDATA[Re: Handicap Mod]]>
That would need a lot of data to pinpoint the influence of it.

Statistics: Posted by Ze_PilOt — 12 May 2014, 18:11


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2014-05-12T17:15:49+02:00 2014-05-12T17:15:49+02:00 /viewtopic.php?t=7211&p=72751#p72751 <![CDATA[Re: Handicap Mod]]>
A possible solution would be to include separate matchmaking mode that aims at having 100% game balance via these handicaps. Also solves a problem of balancing 2000 & 0 skill players against two 1000s, you handicap everyone respectively towards the best player.

Statistics: Posted by Szakalot — 12 May 2014, 17:15


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2014-05-12T16:06:10+02:00 2014-05-12T16:06:10+02:00 /viewtopic.php?t=7211&p=72746#p72746 <![CDATA[Re: Handicap Mod]]>
Right now it seems the mod causes desyncs, but I'm sure it could be improved ;)

Statistics: Posted by Ayerelve — 12 May 2014, 16:06


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2014-04-16T03:43:50+02:00 2014-04-16T03:43:50+02:00 /viewtopic.php?t=7211&p=71283#p71283 <![CDATA[Re: Handicap Mod]]>
Adding this to ladder would a huge, lengthy discussion that should take place after the mod is complete. However, I'd love to see this mod for custom games, and I think it would really benefit those introducing friends to FAF.

Statistics: Posted by Adraius — 16 Apr 2014, 03:43


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2014-04-15T02:38:30+02:00 2014-04-15T02:38:30+02:00 /viewtopic.php?t=7211&p=71213#p71213 <![CDATA[Handicap Mod]]>
P.S.
After thinking about it more, this could even be implemented into the ladder for matches when players within your rating can not be found. Perhaps a notification pops up "A player outside of your rating has been found. A bonus will be given to the lower rated player as a Handicap. Do you except?" -Yes/No

I would sure love to play against some of the pro's, AND have a chance to win :D

Statistics: Posted by rockoe10 — 15 Apr 2014, 02:38


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