TotalBiscuit Posted February 20, 2006 Share Posted February 20, 2006 Simple question really, can it be done? Feels a little shallow having beaten the living snot out of an ISD, only to have it right as rain 5 seconds after the fight. TB. Link to comment Share on other sites More sharing options...
Zarkis Posted February 20, 2006 Share Posted February 20, 2006 You would need new code to write all the statistics into the savegames. We don't know yet what we can do with the lua script, but I doubt we can simply pull damage values from the game and store them in the savegame files. Link to comment Share on other sites More sharing options...
Orao Posted February 20, 2006 Share Posted February 20, 2006 All dammage should be tracked and stored in some kind of table which isn't the cas for now except for what was built on build pads during last ground battle. Link to comment Share on other sites More sharing options...
Slocket Posted February 20, 2006 Share Posted February 20, 2006 I am experimenting with a system that simulates the same results sort of. After a battle is won, right before the end screen, any unit, ship, etc that is less than 25% health is destroyed. They are there to fight the battle but once it is over, this checks each unit health and removes them if less than 25 % health left. If it's Red, it is Dead. It works like repair sort of. Plus to slow down the planet rush, planets actually cost you money to maintain. You must build mines and trade routes to support your empire. This make it easier for a losing side to 'come back'. Of course changes to the AI BUILD_TEMPLATE need an adjustment to prioritize the fact that it needs to build more income producing structures and planets with a trade route is more valuable. Just an idea right now. Link to comment Share on other sites More sharing options...
Zarkis Posted February 20, 2006 Share Posted February 20, 2006 Hm, how do you do helath checks and the kill part? Do you have access to the scripts??? Link to comment Share on other sites More sharing options...
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