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- Jan 24, 2011
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Your tables look correct, though perhaps if you're using defaults for aircraft, you might want to change dTM.something to nil, so that bonuses/penalties meant for aircraft aren't applied to flak. For example, the 'tactics' technologies might make for good tech/enemyTech/counterTech for most planes, but probably not for flak.
All of the techs in the default are nil to begin with so isn't the default simply that there are no techs that actually modify something? The way I'm reading it, the default merely states that it's 2/3 as likely for something to hit something else in the clouds. While there are bonuses built in (like cloudsTech2Mod=1), since cloudsTech2=nil, this bonus would never apply as there is no tech defined to allow it to apply.
In the individual unit lines, I've changed cloudsTech2=nil to cloudsTech2=techAliases.AdvancedRadarIII and I believe that by adding in the techAliases, the cloudsTech2Mod=1 (or whatever) now applies.
Am I not following you correctly?
I hadn't thought of the tactics but that makes sense and I can start adding that for the aircraft.
Code:
-- default target modifiers
dTM = {clouds = 1.5, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=nil, tech1Mod=nil, tech2=nil, tech2Mod=1, enemyTech1=nil, enemyTech1Mod=1, enemyTech2=nil,enemyTech2Mod=1,counterToEnemyTech1=nil, counterToEnemyTech1Mod=1,counterToEnemyTech2 = nil, counterToEnemyTech2Mod=1,}
--dTM = {clouds =dTM.clouds, cloudsTech1=dTM.cloudsTech1, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
targetDRM = {}
-- Heavy Flak should get a bonus from tech 83 (proximity fuses) and tech 88 (advanced radar III)
targetDRM[unitAliases.GermanFlak.id]={clouds =dTM.clouds, cloudsTech1=techAliases.ProximityFuses, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=techAliases.AdvancedRadarIII, cloudsTech2Mod=.75, tech1=techAliases.ProximityFuses, tech1Mod=.75, tech2=techAliases.AdvancedRadarIII, tech2Mod=.5, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
targetDRM[unitAliases.AlliedFlak.id]={clouds =dTM.clouds, cloudsTech1=techAliases.ProximityFuses, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=techAliases.AdvancedRadarIII, cloudsTech2Mod=.75, tech1=techAliases.ProximityFuses, tech1Mod=.75, tech2=techAliases.AdvancedRadarIII, tech2Mod=.5, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
-- 2nd Generation night fighters should have less of an issue reacting to units in clouds
targetDRM[unitAliases.Ju88G.id]={clouds =1.3, cloudsTech1=dTM.cloudsTech1, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
targetDRM[unitAliases.MosquitoII.id]={clouds =1.3, cloudsTech1=dTM.cloudsTech1, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
--3rd Generation night fighters should have less of an issue reacting to units in clouds, and should get a bonus from tech 88 (advanced radar III)
targetDRM[unitAliases.He219.id]={clouds =1.1, cloudsTech1=techAliases.AdvancedRadarIII, cloudsTech1Mod =.90, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
targetDRM[unitAliases.MosquitoXIII.id]={clouds =1.1, cloudsTech1=techAliases.AdvancedRadarIII, cloudsTech1Mod =.90, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
[CODE]-- default target modifiers
dTM = {clouds = 1.5, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=nil, tech1Mod=nil, tech2=nil, tech2Mod=1, enemyTech1=nil, enemyTech1Mod=1, enemyTech2=nil,enemyTech2Mod=1,counterToEnemyTech1=nil, counterToEnemyTech1Mod=1,counterToEnemyTech2 = nil, counterToEnemyTech2Mod=1,}