Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Garrison Improvement: Detect building type (low priority) #49

Open
MiC17 opened this issue May 13, 2014 · 0 comments
Open

Garrison Improvement: Detect building type (low priority) #49

MiC17 opened this issue May 13, 2014 · 0 comments

Comments

@MiC17
Copy link

MiC17 commented May 13, 2014

As it is, some big buildings have few positions in them, while some smaller ones are practically full of them (sheds come to mind).
Result of that is, that some rusty shed has more defenders than a house or important installation.

I wonder, if, bit by bit, you could make some manual adjustments here and there for the more common building types, so they end up with a more logical distribution of units.

I realize this requires lots and lots of special case adjustments, but maybe it is something you want to lay the foundation for and then bit by bit play with the numbers, as we notice oddities during missions.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant