Winter & mud modifiers

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slaytanic
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Winter & mud modifiers

Post by slaytanic »


The same modifiers for winter and mud (mudifier) can be found in both consts.ini and countries.csv. Changing one doesn't change the other automatically. So my question is: which one the game takes into account and do I mess my game up if I have them at different values?
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doomtrader
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RE: Winter & mud modifiers

Post by doomtrader »

values in consts.ini are modified by the values in countries.csv
Rosseau
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RE: Winter & mud modifiers

Post by Rosseau »

As it should be. Thanks for pointing this out, OP.
slaytanic
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RE: Winter & mud modifiers

Post by slaytanic »

Thanx Doom!

I'll hijack my own thread to ask you 2 unrelated questions:

1. RepairChanceForWeather = 90;35;50

Could you explain? 90% repair chance per each turn if sunny? is that 90% chance that rail gets repaired in 1st turn? Either my logic is flawed or modifier is awkwardly written

2. any chance to have some attacker casulaties in case of overrun? No matter what the odds are, it's highly unlikely to destroy an entire division/corps without any losses. Same goes for 1:1 odds when att strength<def str. Why not just apply land combat outcome table for all situations?
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doomtrader
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RE: Winter & mud modifiers

Post by doomtrader »

1. RepairChanceForWeather = 90;35;50

Could you explain? 90% repair chance per each turn if sunny? is that 90% chance that rail gets repaired in 1st turn? Either my logic is flawed or modifier is awkwardly written

You are right.

2. any chance to have some attacker casulaties in case of overrun? No matter what the odds are, it's highly unlikely to destroy an entire division/corps without any losses.
I just added such task for our to do list today
Same goes for 1:1 odds when att strength<def str. Why not just apply land combat outcome table for all situations?
when the attacker strength i smaller than defender, then 1:1 odds table is used
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