Commanders in multiplayer/skirmish
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ThinkSome
- Trained

- Posts: 38
- Joined: 24 Feb 2018, 23:02
Commanders in multiplayer/skirmish
Can someone explain the bonuses that commanders give to units? http://guide.wz2100.net/experience does not work anymore.
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alfred007
- Regular

- Posts: 619
- Joined: 31 Jul 2016, 06:25
- Location: Stuttgart, Germany
Re: Commanders in multiplayer/skirmish
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 %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.
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ThinkSome
- Trained

- Posts: 38
- Joined: 24 Feb 2018, 23:02
Re: Commanders in multiplayer/skirmish
It seems that commanders are near useless in MP, so perhaps the bonuses should be raised?
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alfred007
- Regular

- Posts: 619
- Joined: 31 Jul 2016, 06:25
- Location: Stuttgart, Germany
Re: Commanders in multiplayer/skirmish
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.ThinkSome wrote: 22 Feb 2019, 02:18 It seems that commanders are near useless in MP, so perhaps the bonuses should be raised?