Pilot Pool and build rate

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Pascal_slith
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Pilot Pool and build rate

Post by Pascal_slith »

Is the replacement pilot pool and the build rates for the different types of pilots hard-coded? Is there a way to edit this pool?
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2ndACR
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RE: Pilot Pool and build rate

Post by 2ndACR »

Yes, it can be edited. Not sure how to do it though. Nik did it, might ask him.
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Nikademus
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RE: Pilot Pool and build rate

Post by Nikademus »

you edit the pilot pool starting level and replacement rate using the Scenario editor.

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viberpol
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RE: Pilot Pool and build rate

Post by viberpol »

Ok, Nik the place where pilot's pool can be changed is easy to find, but... how one can change the experience level in the next year? I know that it degrades over years (as far as japs are concerned).
Does it decrease - say 5 points down from the initial value, or the exact value can be put in the database?
I can't find it in the database...
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2ndACR
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RE: Pilot Pool and build rate

Post by 2ndACR »

I would bet that that is hard coded and can not be changed. Not sure though.
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Ron Saueracker
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RE: Pilot Pool and build rate

Post by Ron Saueracker »

Be nice to up the Commonwealth levels closer to Canada, Oz, NZ, UK seeing as they were all products of the Commonwealth Air Training Plan here in Canada. No idea why CW pilots are rated so low.

Nicer still, it would be great to lower ALL pilots by perhaps 25 % across the board.
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Nikademus
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RE: Pilot Pool and build rate

Post by Nikademus »

ORIGINAL: viberpol

Ok, Nik the place where pilot's pool can be changed is easy to find, but... how one can change the experience level in the next year? I know that it degrades over years (as far as japs are concerned).
Does it decrease - say 5 points down from the initial value, or the exact value can be put in the database?
I can't find it in the database...


The experience value editiable in the Scenario editor is for the "trained" pilot pool only and goes on a +/- 10 exp points based on the value you input in the pilots section of the Scn editor. (also, the more pilots you draw at one time, the greater the tendancy to pull pilots with lower exp within that +/- 10) As you'll note from the editor, you can only enter the one value and this goes the length of the game.

"untrained" or "incompletely" trained pilots drawn from the general pool after the listed trained pilot pools are exhausted as viewed in the game intel screen (pilot replacements button) are hard coded in the game based on nationality and year. You cannot alter them. You can manipulate reinforcement squadrons that enter the game after turn 1 however.

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RE: Pilot Pool and build rate

Post by Tristanjohn »

ORIGINAL: Ron Saueracker

Be nice to up the Commonwealth levels closer to Canada, Oz, NZ, UK seeing as they were all products of the Commonwealth Air Training Plan here in Canada. No idea why CW pilots are rated so low.

Nicer still, it would be great to lower ALL pilots by perhaps 25 % across the board.

Pilot ratings are off the charts after awhile, as well as kill totals. A more correct way of doing this might be to start off pilots without combat experience with a rating of around 20-30, then have them inch their way up the experience ladder. I suppose a math-oriented guy could devise a formula to demonstrate this in game, with it becoming more and more difficult to achieve a higher rating as his experience increases.

How all that would exactly impact the air-combat model I don't know, but it ought to slow things down in general.
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el cid again
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RE: Pilot Pool and build rate

Post by el cid again »

Be nice to up the Commonwealth levels closer to Canada, Oz, NZ, UK seeing as they were all products of the Commonwealth Air Training Plan here in Canada. No idea why CW pilots are rated so low.

Nicer still, it would be great to lower ALL pilots by perhaps 25 % across the board.

There is a table. But YOU can define its values - in the scenario editor!
el cid again
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RE: Pilot Pool and build rate

Post by el cid again »

Pilot ratings are off the charts after awhile, as well as kill totals. A more correct way of doing this might be to start off pilots without combat experience with a rating of around 20-30, then have them inch their way up the experience ladder. I suppose a math-oriented guy could devise a formula to demonstrate this in game, with it becoming more and more difficult to achieve a higher rating as his experience increases.

I tried defining experience as 0 for training units - but the code then picks the default value. So I wanted to use 1. But Joe - a mathmetician - talked me into using 10. Training units start with experience of 10, and with 99% of the unit disabled, and 100% of the planes disabled, it should be a while before they produce any useful pilots! That way Japan cannot commit them to combat in the critical first day - or the almost as critical early weeks - of the war.
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