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Author Topic: The secret of player vet modifiers?  (Read 1652 times)
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Smokaz Offline
Honoured Member
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Posts: 11418



« on: December 12, 2011, 08:32:45 pm »

Ever wondered why anything EIRR-related always take so long to code? How patches are so slow?
Nah, you haven't. But the REAL REASON that everything is so slow, is because of the secret  "Vet Player modifiers".

The system is intelligent in its design, and will affect unit performance ingame by invisible modifiers only possible to find by going over Corsux three times and ransacking every entry.

The base modifier system works like this:
- The more vet 3s you have, the more useless they seem in combat.
- All vet 3 modifiers are transfered to your vet 0 units making them in comparison seem more efficient and heroic.
- If you only have one vet 3 unit, the system goes haywire. It can't handle singular vet 3 units and then decides to double the performance of this unit. This is why that one vet 3 unit always seems to do so good even when you don't really care that much about it.

More complicated and devious in design, is however the specific player modifiers.
A lot of thought went into the first one, for reasons which shall become apparent.

First we have the "secret AI retreat script". Currently this system works so that if the vet 3 units of Puddin, Lionel or Volskinator are not given a order every 10 seconds, and they take fire from something (anything) they will retreat. The same script also makes Tym's units weaker the longer they are from spawn, unless its a artillery but this part of the code seems to never have been activated.

The Smokaz vet 3 infantry modifier is devious. It triples the bonuses from any doctrine abilities affecting the infantry, making them unkillable by anything short of vehicle crush.

The code for elitegren sniper vet 3 is extremely complicated. It seems to by extremely advanced design cause the probability of a mortar killing his vet 3 sniper in 1 random hit very high.

There's also a more general code for vehicles. It seems like all vet 3 axis tanks above 200 fuel in cost get reduced performance compared to vet 0. They never will pay for themselves because of this fiendish code!

Some dormant code could also be found. The "Two Modifiers" were actually negative, and therefore made vet 3 Two units worse than vet 0's! There was even a subscript being run, so that if a vet 3 IplayforKeeps unit was close, all accuracy of Two units on the entire map was set to 0!

I hope bringing these underhanded development code modifiers to the light of the day will make having vet for you all much easier in Europe In Ruins.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #1 on: December 12, 2011, 08:35:34 pm »

We got a leak gents.

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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #2 on: December 12, 2011, 08:36:38 pm »

I hope bringing these underhanded development code modifiers to the light of the day will make having vet for you all much easier in Europe In Ruins.
Underhanded pfff, just look at how the Smokaz code is doing by making random forum posts.

Next we'll hear about the Jigglypuff and Power-ranger modifiers work to make Allies units never run out!
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #3 on: December 12, 2011, 08:46:38 pm »



equivalent of triple bar rifle spam
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #4 on: December 12, 2011, 10:28:24 pm »

New Smokey modifiers: 0% accuracy 1% health


Resistance is futile.
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I like how this forum in turn brings out the worst in anyone
To err is human, to eirr is retard
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