Allow units Aircraft Carrier style attacks to gain veterancy

Bug #895357 reported by EVA-251
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

In stock Yuri's Revenge, any unit that attacks like an Aircraft Carrier (uses a Spawner=yes weapon, launches planes against a target, etc) cannot gain veterancy as the experience for killing units goes to the individual planes, rather than the Carrier.

This should be changed so that
1: Unit A's spawned aircraft kills Unit B- the experience for the kill goes to Unit A, rather than Unit A's spawned aircraft.
2: The veterancy of Unit A's spawned aircraft is inherited from the veterancy of Unit A.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I'd like that change, but I can see some people being against it. So I think I'll have to make this behaviour optional.

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Marshall (m-edward) wrote :

Fine, but should be optional.

EDIT:
DCoder beat me to it.

Revision history for this message
Renegade (renegade) wrote :

While I understand the request (which, by the way, has the wrong value for Reproducibility...one would think after years, the layout was clear), I'm not sure I agree with it.

On what grounds would the carrier get experience for the aircraft's kills? It doesn't do anything! Would it have elite experience in doing absolutely nothing while a plane starts? Or have veteran refuelers?

Even if you accept that, the unit itself isn't really in combat. A tank having better armor and greater range after taking part in X battles somewhat makes sense...but the carrier never directly takes part in battles. It's not the carrier that kills stuff, it's the fighters.

So yeah...technical side of the request is understood and acknowledged - but the reasoning needs work. Why should the carrier be rewarded for kills it didn't make?

Revision history for this message
Teleros (teleros) wrote :

For the Aircraft Carrier to gain veterancy is simple logic: a carrier isn't just a floating platform for fighters to land on. They're typically packed full of support staff, command & control equipment, blah blah blah, and all of this will get used every time the fighters on board go out on a sortie. The more sorties that happen, the more experienced the crew will be with handling them.

As far as the logic itself is concerned though, imagine say a modern-era RA2 mod that has a Predator UAV control truck or something. The UAVs are robots, but its their controllers back in the truck who'll gain experience, regardless of whether or not their current UAV is shot down. This can also be applied to any other remotely-operated machine in a mod.

However... what benefits will you be giving the Carrier as a result of its promotion? Yeah I know +ROF +armour etc can be done, and you can have ElitePrimary weapons etc too, but what about (say):

-Fighters being spawned at the same veterancy level as the Carrier
-An extra fighter / ammo slot
-Different fighters spawned when elite compared to normal

You may not want to add in any of those, but it's something to consider if there's going to be an overhaul of spawning units like the Carrier.

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Renegade (renegade) wrote :
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...I already addressed your first paragraph in my original post, with that exact argumentation. What kind of veterancy would it gain? Elite plane refuelers?

The fact that an Aircraft Carrier has the quickest refueling in the fleet doesn't extend the Carrier's spotting range, nor does it improve its armor.

And while your Predator example makes a tad more sense, you then run straight into the limitations of the engine - it's not each individual pilot that's gaining experience, it's the truck as a whole. Which, in turn, brings us back to the original question: Why should the truck driver see further, or the truck get better armor, just because a dude in the trailer rocks at remote-controlling a robot plane?
Not to mention that I'm pretty sure not all Predators are equal. Sure, I've never flown one, but I'd assume it does make a difference whether you control Predator A, B or C, just like every car you drive is slightly different, no matter if they're the same make.

In fact, your very own suggestions violate your own examples: If you take the flight deck crew or the remote controllers as the basis for Carrier veterancy, why would new pilots/fighters be spawned with the same experience level? It's not the pilot that was in 10 combat situations, it was the Chief Refuelist. Oh, sorry - Elite Chief Refuelist.

And the extra fighter leads right back to my original question: Why would the fact that your Carrier crew has 1000+ hours experience in refueling Harriers magically extend the Carrier's hangar?

Different fighters when elite is the one thing that even remotely makes sense, but you end up in weird situation regarding veterancy transfer - if you do argue that the Carrier gains elite status due to its insane experience refueling airplanes, then you must, in turn, accept that the new pilots would not have that experience, since they only just arrived. As such, you'd have an elite aircraft carrier sending normal fighters.

All in all, I think this suggestion subverts the design of the system. The whole point of spawning fighters is that those fighters are independent from the carrier. That's why the carrier doesn't take damage when the fighters die, that's why they respawn without cost, that's why they operate independent from the carrier.
Making the carrier gain something from the behavior of the fighters breaks that independence. Suddenly, the carrier is no longer a launch base for independent units which take up the fight, suddenly, the fighters are extensions of the carrier, linked through some magical bond.
And yet, despite the fact that the positive aspects of the fighters' behavior magically transmit back to the carrier, the negative ones don't. Hitting a fighter doesn't do anything to the carrier.
So basically, you can just park a carrier somewhere and spam the enemy with planes until the carrier is elite - no danger, no harm done.
Sure, you can do that in the normal game, too - but in the normal game, you don't get a benefit from it. If you send 100 fighters, and they all get shot down, you're right back where you started with the carrier. If veterancy magically transmits, all you have to do is wait long enough - even ...

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EVA-251 (eva-251) wrote :
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"While I understand the request (which, by the way, has the wrong value for Reproducibility...one would think after years, the layout was clear), I'm not sure I agree with it."
This is a minor mistake on my end that I realized after posted the issue. However, I don't really see an option for me to correct this.

"On what grounds would the carrier get experience for the aircraft's kills? It doesn't do anything! Would it have elite experience in doing absolutely nothing while a plane starts? Or have veteran refuelers?"
I personally don't understand why you are arguing a point like this. In an old game like Yuri's Revenge, it should be accepted that gameplay trumps realism. (especially in a game where there are laser tanks, bald mind-controlling Russians and whores with Colt .45s that somehow outrange assault rifles)

"Even if you accept that, the unit itself isn't really in combat. A tank having better armor and greater range after taking part in X battles somewhat makes sense...but the carrier never directly takes part in battles. It's not the carrier that kills stuff, it's the fighters."
Hardly. Just because you have fought 10 battles and your tank has survived, it isn't as if your tank's gun suddenly could withstand the pressures involved in firing more powerful rounds with greater ranges or withstand significantly more damage. (especially with battlefield upgrades, which is realistically limited to sandbags, poor weld-on plating or replacement ERA plates)

"Making the carrier gain something from the behavior of the fighters breaks that independence. Suddenly, the carrier is no longer a launch base for independent units which take up the fight, suddenly, the fighters are extensions of the carrier, linked through some magical bond."
In all actuality, Fighters are an extension of the Carrier, just as the Carrier is an extension of that player's naval power.

"And yet, despite the fact that the positive aspects of the fighters' behavior magically transmit back to the carrier, the negative ones don't. Hitting a fighter doesn't do anything to the carrier."
Yes, it does. Destroying an Aircraft Carrier's plane lowers the Carrier's damage per second for each plane lost.

"So basically, you can just park a carrier somewhere and spam the enemy with planes until the carrier is elite - no danger, no harm done."
I don't mean to be rude but this isn't your concern. This is a player tactic that can be regulated by existing tags, and as such, is a concern more for the modder using such a feature. For example, the Aircraft Carriers of my mod cost 6000 and VeterancyRatio is 4. Destroying 24000 worth of units just to get one level of veterancy isn't exactly an easy task when you figure in resistance.

"Sure, you can do that in the normal game, too - but in the normal game, you don't get a benefit from it. If you send 100 fighters, and they all get shot down, you're right back where you started with the carrier. If veterancy magically transmits, all you have to do is wait long enough - even if no one ever fires a shot, if enough dead airplanes tumble down on unsuspecting troopers, ultimately, the carrier will gain veterancy."
Who says the pl...

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Renegade (renegade) wrote :
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You are dodging the question. I did not ask "How is that realistic?", I asked "On what grounds would the carrier get experience for the aircraft's kills?". The only one talking about realism so far is you

Building obvious straw men is not going to help you.

I see your cheap attempts to discard my comparison, and raise you fucking reality: http://en.wikipedia.org/wiki/Improvised_vehicle_armour#Iraq
Improvements to existing military equipment by combat-experienced troops make sense. Magic improvements of an aircraft carrier, just because an independent entity miles away did an action the carrier couldn't even see, do not.

And yes, I am sure the carrier 100% shares the fighter's pain, the fighter's ammo comes straight from the carrier's cargo bay, and the pathfinding comes right from the carrier's control tower, because they're oh-so-symbiotic.
Oh, wait...

As for you weak attempt to conjure up an effect: I'm pretty sure HornetLauncher's Damage stays 1, and its ROF stays 150, no matter how many planes die. Because, as much as you may try to fight it, the carrier is an independent unit, and that is its weapon.
And even if it wasn't - that argument alone underlines my point. Because the fact of the matter is, fighters are independent units, not bullets. There is no fixed "damage per second" based on existing fighters. If I told the carrier to attack a unit on the next cell, I could probably gain a much higher rate of "damage per second" with only 2 fighters than I could with 3 fighters on a target 25 cells away.
Or are you now going to claim that losing a fighter, due to the magic, symbiotic bond between the fighter force and the carrier, suddenly causes a magic reduction of speed to the fighters, relative to the distance to the target and the size of the fighter force?
Did I mention that even with same-distance targets, with all three fighters, the supposed "damage per seconds" can vary greatly, depending on the path to the target, based on such fun questions as whether there are cliffs or cities in the way, or whether the carrier is moving or not?

If you're trying to make up bogus metrics to support your claims, at least do it less obviously.

And yes, it is my damn concern if Ares breaks game logics.

"This is a minor mistake on my end that I realized after posted the issue."
Ah, good to see you realize how silly your request was.

What?
Oh, you mean taking your statements out of context and giving a totally unrelated reply to them distorts their point?
Funny, who would've thought?

And, again, you're skirting the issue. Just as you can argue "but I maded them carriers ultra expensive!!!", I can ask "what if I make all that stuff less expensive?". The important point is not how long it takes, the important point is that it's possible, where it wasn't before.
Oh, and as for your attempt to modify your request on the fly - no dice. If you want all experience from fighter-kills to count for the carriers, then that automatically includes units killed by fighters' death weapons. After all, according to you, fighters are not independent units, but mere fancy bullets, right?

Of course your next point is fun. If you th...

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Teleros (teleros) wrote :
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@Renegade
"...I already addressed your first paragraph in my original post, with that exact argumentation. What kind of veterancy would it gain? Elite plane refuelers?

The fact that an Aircraft Carrier has the quickest refueling in the fleet doesn't extend the Carrier's spotting range, nor does it improve its armor."
Obviously the precise bonuses you apply to the unit can vary, my point was that at least some of the people on a Carrier would be expected to gain experience. How about faster firing / refueling / replacement of fighters?

"And while your Predator example makes a tad more sense, you then run straight into the limitations of the engine - it's not each individual pilot that's gaining experience, it's the truck as a whole. Which, in turn, brings us back to the original question: Why should the truck driver see further, or the truck get better armor, just because a dude in the trailer rocks at remote-controlling a robot plane?"
Why should a Grizzly Tank crew see further, or drive faster, just because the gunner's been blowing stuff up? A higher ROF, better armour or new shells (ie, weapon) I could understand. Point is, the same argument applies to a lot of the veterancy bonuses in RA2, but yes, it is a game.

"In fact, your very own suggestions violate your own examples: If you take the flight deck crew or the remote controllers as the basis for Carrier veterancy, why would new pilots/fighters be spawned with the same experience level? It's not the pilot that was in 10 combat situations, it was the Chief Refuelist. Oh, sorry - Elite Chief Refuelist.

And the extra fighter leads right back to my original question: Why would the fact that your Carrier crew has 1000+ hours experience in refueling Harriers magically extend the Carrier's hangar?"
Evidently there are plenty of efficiencies to be made in how the fighters are launched :P . Or the Carrier is a RA3 UAV-launching one (with regards to the spawning of elite fighters).

"Different fighters when elite is the one thing that even remotely makes sense, but you end up in weird situation regarding veterancy transfer - if you do argue that the Carrier gains elite status due to its insane experience refueling airplanes, then you must, in turn, accept that the new pilots would not have that experience, since they only just arrived. As such, you'd have an elite aircraft carrier sending normal fighters."
That's fine, I was throwing out ideas for bonuses this might give (and drawing attention to the fact that this probably wouldn't be as simple as just letting the Carrier gain in veterancy levels).

*Snip*
"Way to fuck balance in the ass."
Given that Ares is being dveloped to help people mod the game in the first place, that these changes would be optional (ie, even if the Carrier always gains veterancy, just don't give it an ElitePrimary or w/e), so what?
If you wanted to avoid screwing up the balance though, perhaps link the Carrier's veterancy to the damage done by its fighters (kinda like how V3 or Dreadnought missiles promote the spawning unit, although yes I know they're not comparable otherwise).

"Hell, in fact, if you think about it, even the whole flight deck ...

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Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I'd like that change, but I can see some people being against it. So I think I'll have to make this behaviour optional.
Unless someone has a good reason not to implement this, I'll just make

[carrier]
Spawn.ExperienceFromSpawns=int ; defaults to 0, sets how much experience (0 - none, 100 - all) from the spawns' kills is carried over to the owner
Spawn.ExperienceToSpawns=int ; defaults to 0, sets how much experience from spawner gets carried over to the spawns in addition to their own xp

and call it a day.

Revision history for this message
EVA-251 (eva-251) wrote :

That would work perfectly, DCoder.

@Renegade-
Out of curiosity, you mention "magic" and "symbiotic" relationships a good deal. Where exactly do you get this from?

But leaving that aside, I don't really want to get into an argument because I see it becoming uncivil very fast and very easily. This is just a suggestion that I felt could be helpful to others and myself and nothing more. It was an excellent feature in Red Alert 3 that helped balance it with the other capital ships and I figured it could be useful for some in their RA2 modding endeavors.

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Renegade (renegade) wrote :
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"[...] How about faster firing / refueling / replacement of fighters?"
...that would make sense in context, but, afaik, not be controllable through veterancy.

"Why should a Grizzly Tank crew see further, or drive faster, just because the gunner's been blowing stuff up?"
Because with increasing experience, all of them become more used to combat terrain, and thus capable of identifying things early. How often do you need to say "a strange shape moving with 30 km/h", and then meet an enemy tank 10 minutes later, until you make the connection and just identify that thing as a faraway enemy tank?
And drive faster is connected to that - if the driver is experienced in the terrain, has seen all the potential pitfalls and knows how to avoid them, naturally he'll be more confident to put the pedal to the metal.

The same is not true for, say, a Predator control truck - just because the pilot in the back may have seen the entire area from above doesn't mean the truck driver has even been in the area before.

"Evidently there are plenty of efficiencies to be made in how the fighters are launched :P"
Yes. But how many of those are created by shooting enemy targets miles away?
"This is Echo-3, report enemy barracks destroyed." "Yay, thanks to that experience, we can now refuel planes faster!"
It doesn't make sense.

Your post-snip-paragraph is pretty much what we've been talking about the entire time, so...yeah. My answer shall be everything I said in this thread so far.

"Because returning fighters never talk to the flight deck crew either. Oh wait :P ."
Because the returning fighters' tales of destruction make the flight deck crew so much more efficient.
Oh, wait...

"Does it honestly matter?"
Yes, it does matter - if he uses the Carrier as an example of how, and I quote, "[t]his should be changed", then it does matter if his suggestion even makes sense for the Carrier or not.
Had he wanted to argue on basis of a tentacled symbiote-monster from space, he could have done so. He didn't. Instead, he insisted this change should be done to "improve" the Carrier.
It's his choice of example, not mine. It's not my fault it's a crappy example.

"Who needs line of sight when you've got wireless radio, after-action reports, ready room chats, briefings etc. [...]"
Your example is well-crafted, but...contrived, to say the least.
There's a whole bunch of things that don't make sense, but a simple example in the same realism-sphere shows how little sense it makes: I can happily get my Carrier promoted by doing 1-3 cell attacks.
If the entire combat experience of the commander was in short-range attacks that leave the fuel tanks 90% filled, why exactly would having done many of them encourage him to allow them to do a mission that runs them down to 5%?
...and why exactly would this experience be coupled to destruction?
Logically, if his fear was just if they could come back or not, any long-range flights, combat or not, should strengthen his confidence.

"Perhaps because of the Aircraft Carrier example, you're thinking too much about the logic from a basic RA2 point of view, when Ares is supposed to be helping modders."
For one, fallac...

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EVA-251 (eva-251) wrote :

The more I read over your responses the more I regret not including that key word "optional".
I don't know what else to say other than: Sorry, I fucked up. I didn't make that clear and I used logical fallacies to back my argument.

Feel free to continue tearing my argument, comments apart and questioning my judgment/intelligence/sanity/etc. I've made my case, admitted my flaws, I have nothing else to say.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Strangely enough I can se the Aircraft Carrier exampe wrking if you see it as the producton center for the aircraft and the training center for pilots (explains the auto replace) but only if the spawn crafts survive (which I feel would just b nit-pcking to request). For example, the pilot comes back and says "Although it was a success, if we had weapons which did x it would be easier." and theengineers instal x.

Revision history for this message
Teleros (teleros) wrote :

"Unless someone has a good reason not to implement this, I'll just make *SNIP* and call it a day."
Looks fine to me DCoder. Completely optional, disabled by default & should work fine for veteran spawners. Just to clarify though:
Spawn.ExperienceFromSpawns=int

Revision history for this message
Renegade (renegade) wrote :

I discussed the request as it was posed. If the request as it was submitted is not what the requester wanted to request, that's really not my fault.

And frankly, with the request going like "In stock Yuri's Revenge [...] the experience for killing units goes to the individual planes, rather than the Carrier.

This should be changed" you can hardly fault me for not immediately thinking OMG HE TOTALLY WANTS THAT OPTIONAL!!!!
In fact, if you look at the very first comment of the issue, you'll notice that D didn't interpret it as an optional request either.
Neither did Marshall.

I'm here to discuss whether requests are worth implementing, not to mind-read what some dude on the other end of the planet may have meant with a piece of text that says something different.

And your balance-example doesn't make sense in so far as that if the balance isn't touched, the balance isn't an issue. But why isn't the balance touched? Why isn't it an issue?
Only because we actively refrain from fucking it up by default. Something EVA actively argued against at, implying we shouldn't concern ourselves with such thoughts, since balance is the modders' problem.

Basically, you have it backwards: We don't not have to worry about balance because everything is optional, everything is optional because we do worry about balance.

On an entirely different note, personally, I interpreted Spawn.ExperienceToSpawns as the opposite direction - where Spawn.ExperienceFromSpawns governs how much experience is transfered from spawns to the spawner, Spawn.ExperienceToSpawns governs how much experience is transfered to spawns by the spawner.
As in, promote your Carrier, and the eliteness magically flows to the Fighters.

But I haven't read the code, so you better wait for the Word of God to settle this.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I interpreted Spawn.ExperienceToSpawns as the opposite direction - where Spawn.ExperienceFromSpawns governs how much experience is transfered from spawns to the spawner, Spawn.ExperienceToSpawns governs how much experience is transfered to spawns by the spawner.That's exactly what I had in mind?

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

I can actually see such a feature making sense in some cases. What if the carrier is a Yuri unit that has a mind-link with the pilots of its aircraft? Then experience "magically flowing" by telepathy would make sense in the game's context. Or, what if the carrier is a robot unit that controls its robot fighter planes remotely? Then the feature would make even more sense.
EDIT: As to what new abilities the carrier would gain, how about things like the ability to attack from further away, or control of more units?

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EVA-251 (eva-251) wrote :

All I wanted when I made this suggestion was an (optional...) RA-3 like experience inheritance system, as to allow the Carrier itself to get enhanced statistics (like further launch range) or veterancy bonuses like any other unit.
Nothing super special or complicated.

To me it seems most of this debate was brought about by me forgetting that important word "optional" and getting drawn into defending the idea as a replacement feature rather than an optional one. (and more practical examples, like learning AI and UAV-operator system do exist)

Revision history for this message
Teleros (teleros) wrote :

"As to what new abilities the carrier would gain, how about things like the ability to attack from further away, or control of more units?"

I suppose adding a tag for the number of units spawned when the spawner is elite might be nice in general. And ammo too, on ammo-limited units?

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WoRmINaToR (worminator) wrote :

I think because of engine limitations and ease of coding, realism, etc. The planes should be kept having the experience. Here's the reasoning:

I will address the UAV example you gave earlier: Yes, it's the crew the gains the experience, however it's the plane that benefits from the experience, not the truck controlling it. Superior robot controllers in a truck make a superior robot, not a superior robot controlling truck. So yes, TECHNICALLY the crew of the vehicle is gaining experience, however that experience is APPLIED to the vehicle that it spawns. Besides, what good would it do to make a vehicle that won't do any fighting stronger? To be better at running away?

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Teleros (teleros) wrote :

God are we still banging on about the reasoning behind this? I thought DCoder had two new tags to add on the 14th Feb to sort this out...

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WoRmINaToR (worminator) wrote :

yeh, he did, but it seemed like he was ignored in this argument... you guys just kept going on about it.

In any case, I see how some people would like it, I see how it could be useful, I just think that when it's all said and done, the experience gained by the carrier is ultimately shown in the drones' ability to perform better in combat. And the way to make the drones better in combat is to make them veteran (in the game's engine; I don't mean from a realistic standpoint). However, I do recognize one thing that the carrier should be able to get from veterancy, and that is increased attack range, and perhaps loading capacity.

I guess there are good solid arguments to go both ways, so in any case it's optional, so those who think it's good can add it and those that think it's stupid can keep it out.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Am I missing something or are these tags not in the manual?

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Renegade (renegade) wrote :

You're missing context, purpose, logic, point, reason, eyes...

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WoRmINaToR (worminator) wrote :

@BTG: uhm, if you didn't notice, this hasn't been implemented... hence this issue still being 'assigned.'

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AlexB (alexander-b) wrote :

Spawners can now get experience from their spawns' kills. For this to work, both the spawn and the spawner must be Trainable=yes. The following two tags go on the unit that spawns, not the spawns themselves.

[TechnoType]Experience.SpawnOwnerModifier= (float, defaults to 0%)
The experience the unit owning a spawn gains when the spawn kills a unit. This tag has to be set on the spawner, not the spawn.

[TechnoType]Experience.SpawnModifier= (float, defaults to 100%)
The experience the a spawn of this unit gains when the spawn kills a unit. This tag has to be set on the spawner, not the spawn.

If you want to split the experience between spawner and spawns, you can make these values sum up to 100%. This is not required, though.

If a spawner is mind-controlled, both the spawner's and the spawn's experience is multiplied by Experience.MindControlVictimModifier.

Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: Incomplete → Fix Committed
milestone: none → 0.6
AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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