03.12.2007, 15:41:19
This could do with being able to set a default 'equivalent armor type' for new armor types. For example:
[NewArmorTypes]
paper=none
[BulletsWH]
Verses=110%,100%,90%,25%,10%,10%,80%,60%,40%,10%,0%
[FlamethrowerWH]
Verses=110%,100%,90%,25%,10%,10%,80%,60%,40%,10%,0%
Versus.paper=500%
BulletsWH would therefore deal 110% damage to paper (because armor equivalence is 'none')
FlamethrowerWH would deal 500% damage to paper.
As for 'immunities being easier to implement for immune to a specific weapon' - it doesn't stop you targeting the unit with the weapon, so I would always choose to implement a new armor type rather than an immunity.
[NewArmorTypes]
paper=none
[BulletsWH]
Verses=110%,100%,90%,25%,10%,10%,80%,60%,40%,10%,0%
[FlamethrowerWH]
Verses=110%,100%,90%,25%,10%,10%,80%,60%,40%,10%,0%
Versus.paper=500%
BulletsWH would therefore deal 110% damage to paper (because armor equivalence is 'none')
FlamethrowerWH would deal 500% damage to paper.
As for 'immunities being easier to implement for immune to a specific weapon' - it doesn't stop you targeting the unit with the weapon, so I would always choose to implement a new armor type rather than an immunity.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.