Forged Alliance Forever Forums
Moderator: Morax
here are some very interesting ideas here and I appreciate the time you put into it. Though like said before, this mod would require a lot more apm to unit/building/acu upgrading. Isnt there more future for this going closer to the RPG style of playing? Or maybe like how TVG is played atm, where you focus more on vetting/upgrading a few units and attack with those (with lots of micro), while you maintain your original base for ecoing and more expensive strategies, asf aircontrol, nuke, arty, etc. Anyway, keep up the great work!
Desperately needs a guide or user manual explaining and/or documenting the various stuff in the mod. Otherwise great work.
Franck83 wrote:After the mod release i plan to realize a complete tutorial video.
As an example: what do the various stats do? What is the difference between light, medium and heavy armor, what do the classes do (your video only shown the "defensive/support" class and the healing version of it), how to get to a particular class/special class? Etc. etc. etc.
function IsDefenseDodge(self, vector)
local id = self:GetEntityId()
local PercentToBeHit = 5
local AttackRating = math.max(DM.GetProperty(id, 'CumulAttackRating'), 65)
local DefenseRating = GetDefenseRating(self) or 0
if DefenseRating > AttackRating then
PercentToBeHit = 50 - math.ceil(math.pow(DefenseRating - AttackRating, 0.68))
elseif DefenseRating < AttackRating then
PercentToBeHit = 50 + math.ceil(math.pow(AttackRating - DefenseRating,0.68) * (2.5 * AttackRating / (DefenseRating + AttackRating + 0.01)))
else
PercentToBeHit = 50
end
PercentToBeHit = math.max(PercentToBeHit, 0)
PercentToBeHit = math.min(PercentToBeHit, 100)
return (math.random(0,100) > PercentToBeHit), PercentToBeHit
end
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