interesting i did not know that difficulty has an influence to air combat
does it really make a big diffence to an easy estimation like (craft-hullstrength/(ufo damage/ufo reloadrate))-(ufo-hullstrength/((my damage-weapon1/my reloadrate-weapon1)+(my damage-weapon2/my reloadrate-weapon2))) ?
i have a bunch of things i would make differently
- loading data from rulfile -> modded ufo/craft can fight each other
- allowing multiple craft to atttack (needs a parameter like "duration between starts")
- getting rid of numpy.random using the default random.random function
- web :)
interesting i did not know that difficulty has an influence to air combat
It's not that crazy for regular weapons, but if, for example, you do what I did and mod the UFOs to fire for less damage more often, the -10 cooldown from superhuman difficulty makes it impossible to attack some UFOs.
does it really make a big diffence to an easy estimation like (craft-hullstrength/(ufo damage/ufo reloadrate))-(ufo-hullstrength/((my damage-weapon1/my reloadrate-weapon1)+(my damage-weapon2/my reloadrate-weapon2))) ?
Honestly, no idea.
i have a bunch of things i would make differently
- loading data from rulfile -> modded ufo/craft can fight each other
- allowing multiple craft to atttack (needs a parameter like "duration between starts")
- getting rid of numpy.random using the default random.random function
- web :)
Thanks! I'm not really a programmer - my background is in numerical computation and applied mathematics. This is mostly just me messing around.
I'll look into loading from rule files. At the moment it wasn't worth my time, but I can figure it out, since it's something that probably should be in there.
Multiple combats should be extremely easy.
I just used numpy out of habit, I guess I can switch it out no problem.
Honestly, I don't know absolutely jack about web development. You're more than welcome to put a wrapper on it and put it on a website. Just give me some credit. :-)