Comment 12 for bug 894884

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Marshall (m-edward) wrote :

Hmm... applied damage irrespective of unit cost is far too powerful for pillage.
That should be
(damage applied / victim max hp) * bounty.modifier * victim cost

Although, if you want uber-configurable parameters then there should be

Bounty.Modifier ;percent of victim's cost to gain as bounty when killed
Pillage.AsCost.Modifier ;percent of victim's cost to gain as bounty when damaged (ratio health lost * this modifier * victim cost)
Pillage.AsDamage.Modifier ;percent of victim's cost to gain as bounty when damaged (damage dealt * this modifier)
then you don't need the Bounty.Pillage boolean.

and then the complementing
Bounty.Message/Pillage.Message
Bounty.Friendly*/Pillage.*.Friendly*

Instead of ImmuneToBounty/ImmuneToPillage, I would additionally add Bounty.Modifier and Pillage.*.Modifier to the victim. Use 1.0 as default and 0.0 to turn it off.