Commanders in multiplayer/skirmish

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ThinkSome
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Commanders in multiplayer/skirmish

Post by ThinkSome » 21 Feb 2019, 19:08

Can someone explain the bonuses that commanders give to units? http://guide.wz2100.net/experience does not work anymore.

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alfred007
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Re: Commanders in multiplayer/skirmish

Post by alfred007 » 22 Feb 2019, 01:10

Code: Select all

/* Experience modifies */
#define EXP_REDUCE_DAMAGE		6		// damage of a droid is reduced by this value per experience level, in %
#define EXP_ACCURACY_BONUS		5		// accuracy of a droid is increased by this value per experience level, in %
#define EXP_SPEED_BONUS			5		// speed of a droid is increased by this value per experience level, in %
Every unit that is attached to a commander becomes the rank and the bonuses of the commander. If the rank of the attached unit is equal or higher, the attached unit becomes one rank more than it originally has.
One example: You have a Veteran commander and 10 Trained and 6 Veteran units attached. The attached Trained units become the bonuses as a Veteran unit, the attached Veteran units become the bonus as an Elite unit.

ThinkSome
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Re: Commanders in multiplayer/skirmish

Post by ThinkSome » 22 Feb 2019, 02:18

It seems that commanders are near useless in MP, so perhaps the bonuses should be raised?

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alfred007
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Re: Commanders in multiplayer/skirmish

Post by alfred007 » 22 Feb 2019, 02:36

ThinkSome wrote:
22 Feb 2019, 02:18
It seems that commanders are near useless in MP, so perhaps the bonuses should be raised?
This is hardcoded and has the same effect in singleplayer. If you would raise them you would break the complete balance in singleplayer. And even if you would raise it, human opponents will always choose your commander as their primary target. So, as you said, commanders are useless in MP. Congratulation to your first important experience. ;)

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