Balancing ratio Awesome Weapons:Quantity of enemy

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Nighthawk909
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Balancing ratio Awesome Weapons:Quantity of enemy

Post by Nighthawk909 »

ok, new question. I am trying to lower the amount of guys I get on my side. I have been upgrading weapons and want to keep them that way but still have a challenge when in-game. When I upgrade a weapon it changes it for everyone. and in my experience in modding various games like this one, I know that I can't just change the players weapons. So is there anyway to have a greater quantity of enemy to defeat? And if there isn't then, does anyone have any ideas on how to balance the ratio of enemy and awesome weapons?

Thanks,
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Re: Balancing ratio Awesome Weapons:Quantity of enemy

Post by Eggman »

You need to edit the following portion of the script for whatever mode you're working on:
Hidden/Spoiler:
SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",7, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
The 'units' value controls the number of units for each team. More detailed info about unit counts can be found in the 'Battlefront II Mission LUA Guide' from the docs that come with the modding tools and in the FAQ at the top of the modding forum.
Nighthawk909
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Re: Balancing ratio Awesome Weapons:Quantity of enemy

Post by Nighthawk909 »

Thanks, exactly what I needed. I should have figured that one out on my own. I have been to that file at least a million times.
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wishihadaname
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Re: Balancing ratio Awesome Weapons:Quantity of enemy

Post by wishihadaname »

Also as a heads up, if you want to go above 36 units per team, you will need to enable uber mode
Hidden/Spoiler:
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()
SetUberMode(1);


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
Be warned though, that doing so will make the AI dumber then it already is. If you crank the number of AI too high they will gradually lose all of their finer features like looking for cover, using tactics, driving vehicles, or even recognizing the enemy. I generally find that for big maps (think 2-3 times bigger then stock BFII maps) you can get away with having 100 vs. 100 so long as you have plenty of vehicles, LOTS of hintnodes, and very careful planning. For smaller maps, I wouldn't go above 50 vs. 50 as most of the combat in those maps tends to be 2 small units engaging one another and you really don't want to compromise the AI in those conditions. Toy around with the setting and see what works best for your map.
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Re: Balancing ratio Awesome Weapons:Quantity of enemy

Post by THEWULFMAN »

wishihadaname wrote:Also as a heads up, if you want to go above 36 units per team, you will need to enable uber mode
Hidden/Spoiler:
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()
SetUberMode(1);


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
Be warned though, that doing so will make the AI dumber then it already is. If you crank the number of AI too high they will gradually lose all of their finer features like looking for cover, using tactics, driving vehicles, or even recognizing the enemy. I generally find that for big maps (think 2-3 times bigger then stock BFII maps) you can get away with having 100 vs. 100 so long as you have plenty of vehicles, LOTS of hintnodes, and very careful planning. For smaller maps, I wouldn't go above 50 vs. 50 as most of the combat in those maps tends to be 2 small units engaging one another and you really don't want to compromise the AI in those conditions. Toy around with the setting and see what works best for your map.

Yes, the highest I EVER, set it , is 50.
It is used in my TCW era mod
The CIS outnumber the clones 50-22
Nighthawk909
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Re: Balancing ratio Awesome Weapons:Quantity of enemy

Post by Nighthawk909 »

Ok, thanks. I shall keep that in mind.

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