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.
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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: