Posted by: Corey
« on: March 15, 2012, 09:04:17 PM »Yeah, remove unit would result in a laggly loop of indecision. Almost as importantly, it would add to the ever-present problem of the kill limit freezing issue.
As a side note, are the Magic scripts actually used by the game? Their respective GoalFunctions are zeroed out in the Perceptual Equations, and i don't recall seeing anything else that could trigger them?
It would also be interesting to know if the AI actually constructs the Fleet Commanders or if they're spawned by the AI's magic spawn script.That's actually a very good point. Fleet/Field Commanders don't seem to be mentioned in any of the AI build scripts (including Magic), aside from the -Field_Comm_[Faction]_Team in FoC's BuildGroundForcesPlan.lua (interestingly not in the EAW version). That script seems to be the only one without DenyHeroAttach, so maybe the LandHero/SpaceHero category masks don't need to be explicitly included for the AI to build them? Although how that might relate to the AI being allowed to build an unattainable unit (build locked, tech 99) i don't know..
<Event Name="Remove_Fleet_Commanders">
<Event_Type>STORY_ELAPSED</Event_Type>
<Event_Param1>1</Event_Param1>
<Reward_Type>REMOVE_UNIT</Reward_Type>
<Reward_Param1>Fleet_Commander</Reward_Param1>
<Prereq>Universal_Story_Start</Prereq>
<Perpetual>true</Perpetual>
</Event>
What is the whole story on the NR fleet commander spam?