• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Editing AI performance
11-20-2020, 07:42 PM,
#3
RE: Editing AI performance
The thing is - it isn't the lack of an editor that wouldn't allow something - if it isn't able to be hand-coded then it isn't part of the engine.

I only know this because of working with the most recent engine changes where there were some changes introduced into the engine that were missed being added to the scenario editor at first -and you could always hand code them in despite the editor not handling it.

I imagine that has to be because there is a hard coded movement point allowance cost for formation changes (in the same sense that there is a hard-coded movement point allowance for 'has boats' toggle.  Chances are though something can always perform one movement function per turn, so that would probably count as a formation change.  It is in the same way that a 0 movement point rated emplaced gun can picot one hexside despite having no movement points assigned to it.
Bydand
Send this user an email
Quote this message in a reply


Messages In This Thread
Editing AI performance - by neonlicht - 11-18-2020, 08:09 AM
RE: Editing AI performance - by TheGrayMouser - 11-20-2020, 06:14 AM
RE: Editing AI performance - by -72- - 11-20-2020, 07:42 PM
RE: Editing AI performance - by neonlicht - 11-21-2020, 12:45 AM
RE: Editing AI performance - by -72- - 11-22-2020, 12:59 PM
RE: Editing AI performance - by neonlicht - 11-23-2020, 01:45 AM
RE: Editing AI performance - by -72- - 11-23-2020, 07:50 AM
RE: Editing AI performance - by neonlicht - 11-23-2020, 11:55 PM
RE: Editing AI performance - by neonlicht - 11-21-2020, 12:38 AM

Forum Jump:


Users browsing this thread: 6 Guest(s)