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OXCE Suggestions DONE / Re: [Suggestion] Add Support for Random Unit Loadouts Under builtInWeaponSets
« on: September 25, 2024, 11:40:49 am »
It does look useful and should fit 99 % of the bill in my opinion. The proposed YAML syntax looks fine and easy to use.
As far as I understand the goal is to have something similar to mapScripts (blocks, freqs, maxUses) but for weapon loadouts. Depending on how the settings for `minPicks` and `maxPicks` is used, it's possible to have funny behaviours for small and huge number of enemies. For example if you spawn only two enemy units in battleScape and weapon set 1 has minPicks: 1 while weapon set 2 has minPicks: 3, which set should get preference? Of course you can do that with weights again but I assume that a lot of unintentional behaviour/edge cases show up which makes writing the feature/modding/debugging issues unnecessarily hard.
In general the way Meridian proposes (weight only, no min or max) should be good enough for most (read 99 %) of the scenarios and help cut down duplicated units which have different builtInWeaponSets. We (ROSIGMA) currently consider to pick these duplicated units via `membersRandom` as part of `alienRaces` to have seemingly random loadouts with special considerations for faction specific weaponry (The four Chaos Gods, Eldar, etc.). I assume that `maxPicks` is mainly for very dangerous weapons (read Blaster Bomb level or any above average weaponry) which are probably linked to more elite units anyway and can probably be done with elite tier of units which are limited by `alienRank` in `alienDeployments`.
As a side note, ROSIGMA doesn't use the itemSets as part of alienDeployments. They are empty lists (due to multiple faction specific weapons, etc.). Mainly builtInWeaponSets are used instead.
As far as I understand the goal is to have something similar to mapScripts (blocks, freqs, maxUses) but for weapon loadouts. Depending on how the settings for `minPicks` and `maxPicks` is used, it's possible to have funny behaviours for small and huge number of enemies. For example if you spawn only two enemy units in battleScape and weapon set 1 has minPicks: 1 while weapon set 2 has minPicks: 3, which set should get preference? Of course you can do that with weights again but I assume that a lot of unintentional behaviour/edge cases show up which makes writing the feature/modding/debugging issues unnecessarily hard.
In general the way Meridian proposes (weight only, no min or max) should be good enough for most (read 99 %) of the scenarios and help cut down duplicated units which have different builtInWeaponSets. We (ROSIGMA) currently consider to pick these duplicated units via `membersRandom` as part of `alienRaces` to have seemingly random loadouts with special considerations for faction specific weaponry (The four Chaos Gods, Eldar, etc.). I assume that `maxPicks` is mainly for very dangerous weapons (read Blaster Bomb level or any above average weaponry) which are probably linked to more elite units anyway and can probably be done with elite tier of units which are limited by `alienRank` in `alienDeployments`.
As a side note, ROSIGMA doesn't use the itemSets as part of alienDeployments. They are empty lists (due to multiple faction specific weapons, etc.). Mainly builtInWeaponSets are used instead.