Kerrang
Warlord
Nilrim said:So if my math is right:
15% High Gold
20% Low Gold
10% Map
10% Warrior
5% Scout
10% Experaince
5% Health (what the heck is this, don't think I have seen it?)
10% Tec
10% Weak Barbs
5% Strong Barbs
Does the AI play by the same table?
EDIT ADDED: Since Scouts can't pop barbs how is this adjusted for a scout any ideas?
Healing heals the unit to full health, if you are not popping huts with damaged units, you won't see it, as it will ignore that result and generate another for you, just as it would do if you are popping with scouts and it gets a barbarian result.
Note: I am assuming it would ignore the result, as that is the way I would code it, though it is possible that those results are removed as an option before making the call to generate the goody. It is also possible that a different goody is defaulted to (i.e. gold, map, etc.) if an unusable result is generated. I don't know how you would code for the former option, and the latter option smacks of lazy programming, but both are still possible.