Show whole topic Jan 11, 2011 5:47 pm
alzi Offline
Developer, Moderator
Registered since: Aug 12, 2007
Location: Ditzingen (nahe Stuttgart)


Subject: Re: Infiltrators - How do they work?
Quote by WittZi:
Can I just check that it is the green bar on the cursor that is the indicator i.e. not the red part. I'm sure that it will be, but it would be good to know!

Oh, sry its the green bar of course Wink

Quote by WittZi:
Also, when you mention costs in the equation, does this change based on how much the person actually spent on the building in the first place? For example, the enemy may have spent 60 metal building a mine in 5 turns instead of 56 metal to get it in 6 turns. Would that mean that costs would be set at 60 in that scenario?

With costs I do not really mean the materials you have to spend to build the unit. The costs that are relevant are the one you can see if you look at the "info screen" of a unit (the one you get on rightclick->info).
I'm not sure whether researches and clan depending changes on this costs are being considered for calculating the chance. The behavior for this has to be checked in the original and whether it is the same in maxr. Haven't thought about this when I implemented the feature or just can't remember any more ^^

The forumla in the spreedsheet seams to be correct. Only the costs value isn't as explained above.
E.g. a mining station has costs 24. So an inexperienced infiltrator would have a 80% chance to disable the station.
Albert Ziegenhagel