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  1. #1
    apple's Avatar Searching for 42
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    Default Pi thing

    I wonder if this is possible to use in RTW

    I heard you guys have improved the autoresolve feature. How is it different now?
    This has been on of the central features worked on by Hister and Aper above, and the entire EDU has been rewritten with it in mind. All units have a Health entry, as modders know, but there's also a Secondary Health value that has been customarily ignored. In a sensational discovery it was found out that the Autoresolve Process places a strong emphasis on the Secondary Health value to gauge the strength of each unit.

    Each unit in the EDU has been rewritten with a thoughtful emphasis on the Secondary Health, that is expressly for autoresolve (since secondary health is disregarded during real-time battles). The basic approach has been to give weak units -1 in Secondary Health, strong units a +1 in Secondary Health, etc. However if we start with 0 Secondary Health as a 'base' value, it would be impossible to differentiate average units from the weak ones. Thus we gave all units a 5 Secondary Health 'base' value. Although at first it might seem egregious to any modder that units have 5 Health, remember that it is secondary and thus is never read during real-time battles. But during Autoresolve, it helps create a base value that all average units will have. Then strong units have 6 Health, weak units have 4. Elites would have something like 7, rabble units 3.

    In this fashion Elite units are capable of doing incredibly well in autoresolve versus weak or rabble units, and the imbalance of the original RTW and Med2 is gone.

    Quote:
    Thank you for your time, any last comments?
    Thanks for the interview, and expect the mod to be out by the end of the Summer!

    Here are some Screenshots from PI!

    Animated bowstrings:

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  2. #2
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: Pi discovery

    I guess it might be possible in theory. The models would need a "bowstring" bone (or two) and I guess an arrow bone too. There would be two solutions from there, then. The nicer would be if the arrow could be in the quiver, and it would be picked out, put to the string, etc. But I'm not sure if RTW animation allows parts of the model to be moved "separately", not just rotated.

    The possibly simpler way would be to fit an arrow to the unit's hand (as if he were holding a melee weapon). That would be fine if a good reloading animation could be done, but still, it might look weird if the unit would always be holding an arrow, even after "firing it".
    Last edited by Elendil of Númenor; September 02, 2009 at 01:52 PM.

  3. #3
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    Default Re: Pi discovery

    Did you read about the autoresolve solution?
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  4. #4
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: Pi discovery

    Woops, now I get it. Sorry, I had a hard day so I'm a bit slow.

    Back on track, about autoresolve; I believe that could be so. If we'd really want to be super-perfect the EDU could be revised again to adjust the Secondary Health values. However, there is one small part in me which says that there is not much use - for the first few months after release people won't auto-resolve because of the environment. For the next few they won't auto-resolve because battles are too much fun to leave out. After about a year, people might actually start auto-resolving. Still, one of RSII's main focus was to make battles entertaining. In my opinion the worse results you get from auto-resolve, the more people will fight battles "live" (I never use auto-resolve, though).

    So I'm not sure. Maybe it would be worth it, maybe it would not. I'm just a bit of seaweed in the midst of very big fish, so I'd rather keep silent before they answer.

  5. #5

    Default Re: Pi discovery

    It is being used like that. PI didn't invent anything new, that is how Aradan and DimeBagHo suggested to use it when DimeBagHo (!!!) discovered it. I'm fairly positive that's how it's set up that way ATM.
    RIP Calvin, you won't be forgotten.

  6. #6

    Default Re: Pi discovery

    If you look at aradan's edu guide you'll see that secondary hit points are nothing new. If you look at rs stats you'll see that we implemented this already


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  7. #7
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    Default Re: Pi discovery

    O good. Posted it just to make sure that we aren't missing something that could help.
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  8. #8
    Brusilov's Avatar Local Moderator
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    Default Re: Pi discovery

    Quote Originally Posted by apple View Post
    O good. Posted it just to make sure that we aren't missing something that could help.
    Definitely better to be safe than sorry...

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  9. #9
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    Default Re: Pi thing

    Exactly.
    Son of Legio
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  10. #10

    Default Re: Pi thing

    The autoresolve improvements we've made are nothing to do with elite/rabble stuff but more to do with missile and cavalry, which traditionally do badly in the autoresolve. Autoresolve isn't of so much importance to the player as to the AI balance during campaigns. What I've done is to give cavalry and horse archers in particular a whole load more secondary hitpoints to the point where they seem to be balancing with played out battles - it actually needed lots of hitpoints (in some cases 15 secondary hitpoints compared to 5 for regular units) for these to work properly without having overpowered cavalry.

    Roman legionaries and premarian cohorts also get these as the pila are such a large part of their attack, and again, aren't really dealt with properly by the autoresolve.


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