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Also i feel that this mode can be made on a larger scale, kinda like wargame red dragon.
It wud be fun to have like 10 or so flags spread out on a "combined arms" size map, and also to have like 150 CP or more worth of units on the field.
I just wish it was filled with fight jets
Similar to the MoW Cold War.
Then I would be really happy about that!
You can mod the CP. Just check resource / set / dynamic_campaign.set. If you alter the stage_cp and the budget you can pretty much have unlimited resources. But be warned it will have an impact on the performance.
No player and AI buys are not connected in any way.
SirHinkel--I've been experimenting extensively with the resources available to Conquest bots and I'm not sure the mechanic is working properly. The AI resource budget doesn't seem to scale with the player's progress, and difficulty impacts are limited:
- The Bonus variable scales for the campaign resource setting only; difficulty is felt through StartMP (you start with less and the AI starts with more) and LoseMPGain (why not Win?), rewarding the player less at harder difficulties. This makes sense.
- The formula as given in the comments for Bot MP is mpStart * startMPBonus(1+"streak"), where "streak" is the (positive or negative) progression modifier based on the player's consecutive wins or losses. (Note that the comment actually reads StartMP, but this is the player's starting campaign resource value--I assume this was supposed to have been 'mpStart' from capture_the_flag.set. That file has mpStart and mpFinish settings for each difficulty.
- Neither mpStart nor mpFinish scale with the player's progress and army size; they only fluctuate with the player's win/loss streak. More importantly, for all difficulty settings, payback = 0,0, That would imply that the only MP increases the AI experiences over the course of a battle result from the MP total going from mpStart to mpFinish, with no refund for dead units. That makes sense, and puts the AI on even footing with the player as far as having a limited resource pool.
The result is that while the early battles on harder difficulties can be very challenging (since you get fewer resources, and the AI gets a bonus to its MP curve), but with a few missions' worth of income, the player has a major advantage since his resources keep growing and the AI has a static cap that takes a very long time to reach. The initial enemy waves are strong (because the AI is CP-limited and has plenty of MP) but eventually they run out of MP and can only afford to send an infantry squad every minute or so. By round three or four, battles are mostly walkovers.
Based on how the math works, would it make sense to remove AI MP income entirely (mpStart=mpFinish), and set mpStart= (the Player's current total force value + unspent resources) * (1+'streak')? The startMPBonus (resource) adjustment can be removed or reserved for future development, since the campaign resource setting is already captured in the player's force value. Missions would need to force-end if the AI runs out of MP and has no crewed vehicles or <2 or so soldiers. That way, the AI scales with the player while win-streaks captured the momentum of the campaign.
Now, you don't just want to set unlimited resources for AI, as they will just burn through them very quickly and will ruin any balance you have. You have to think in terms of units per amount of time, so that's where startMP and mpFinish come into place using 'growTime' setting. Decrease growTime and you will have AI spamming you with units, make it bigger and you'll put limit on how much MP can AI use per amount of time.
Then there is even whole other thing about which units get to be picked by AI. In vanilla CTA conquest, waves are set, with last wave being repeated over and over, and contains all faction units from infantry to MBT and helicopters. So you are technically at mercy of RNG here, if you decide to play like that. With my mod I've rebuilt these waves to have defined expectations for each wave: infantry, light then medium vehicles, then MBT and attack helicopters. Later one affects balance as well, as you don't want to spawn too many MBT as it is simply not fun to see three or two tanks pulling up to join the fight when you are already occupied with couple of other threats.