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proving_grounds:proving_grounds:universal_vs_autocapture_hierarchy

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proving_grounds:proving_grounds:universal_vs_autocapture_hierarchy [2017/02/27 14:37]
redshift
proving_grounds:proving_grounds:universal_vs_autocapture_hierarchy [2017/02/28 11:44]
redshift
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-Answer: The game engine first checks all territories for continents and lists their actions. Secondly, it hierarchises the actions based on action type. Capture and Neutralisation take precedence, only then, are the bonuses added. In this case, T2 captures T4, and then, either the bonus from T1 or from T2 will be applied first and the other secondlyEither way, T4 ends with unit.* +Answer: The game engine first checks all territories for continents and lists their actions. Secondly, it hierarchises the actions based on action type. Capture and Neutralisation take precedence over factory bonuses. In this case, T2 captures T4, and then, the bonuses from T1 and T2 are summed and applied - if T3 is active, its bonus will also be summed to the totalThis results in a negative number of units in T4, but when this happens the engine sets the number to if Abandon is OFF or to 0 if Abandon is ON.
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-*This is not entirely correct, will update soon.+
proving_grounds/proving_grounds/universal_vs_autocapture_hierarchy.txt · Last modified: 2017/02/28 12:26 by redshift