RCG Editing Questions

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Stridor
Posts: 1391
Joined: Sat Sep 08, 2007 11:01 am

RE: RCG Editing Questions

Post by Stridor »

Wait till you get to the points calculation formulas [;)]
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: RCG Editing Questions

Post by Mraah »

ORIGINAL: Stridor

Wait till you get to the points calculation formulas [;)]

You know ... I skipped over that section when I saw all the variables ...[X(].

Knowing my luck I'll be chasing my tail for days ... like I've been doing already, modding the Level 8 map
WhiteOwl
Posts: 122
Joined: Fri Jun 09, 2006 2:04 am
Location: Sydney, Australia

RE: RCG Editing Questions

Post by WhiteOwl »

ORIGINAL: Stridor

Wait till you get to the points calculation formulas [;)]

Well, if you brought up the subject Stridor, perhaps you might venture to explain it a bit more [:)]

As I understand it, %ON is equal to the value of your current core units (as defined in the current battle file), while %OM is the max value (also from the battle file, but using the max attribute for the unit as opposed to the num attribute). I am however, having trouble understaning the %OP value - if it is the calculated value, which calculations are involved? Also, how can the result be in a formula as a variable, doesn't this create an infinite recursion?

Now, to the enemy values. What are these based on if there is no such thing as an enemy core unit list?

I gather that %RM is the value from the random campaign XML file as taken from the "historical", "maximum", "generous", etc. values?

Finally, the RAND function is listed in the doc as taking two parameters, while in the actual files, it takes one. Am I correct in guessing it will generate a linearly random value between 0 and the parameter?

Thanks
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Stridor
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RE: RCG Editing Questions

Post by Stridor »

See my post to your excellent tut.

Also see page 18 of the rbg pdf manual

There is side 1 which is calculated first (so this side can't reference their own points) and side 2 which is calculated second (so they can reference side 1 points)

side 1 is the human player with a core force (either russian or german)
side 2 is the AI player (note the AI player is allowed a core force if you define it, this is usefull for key battles)

%ON, %OM is as you have indicated %OP is not used (These are for side 1 or side 2 the manual is wrong here)
%EN, %EM should be obvious (only for side 2)
%EP is the total calculated points for side 1 (only for side 2)

%RM is the replacement modifier a multiplier set by the designer but selectable by the player at campaign generation. This is a handy value to have as it effectively allows you to set historical limits on what the core strength will trend to. For example if an outfit historically ran at ~ 50% max (paper) strength (points = "%OM * %RM where %RM = 0.5) but the player can choose a higher non-historical replacement modifier to make the game easier (eg %RM = 0.9) or harder (eg %RM = 0.3)

%OA = on attack (1 if on attack, 0 on defense)
%OD = on defense (0 if on attack, 1 on defense)

%OA and %OD are used to set points bonuses or penalities depending on what type of battle the side is participating in. Obviously if side 1 is %OA then side 2 will be %OD and so on ...

Along these lines you get select is certain core units will be available depending on the battle type

eg

probability="0.5" = 50% flat chance of that platoon appearing in any battle
probability="A=0.3;D=0.9" 30% if on attack, 90% if on defense

You get the idea.

With these variables you can essentially write self balancing campaigns that always stay interesting, or not, depending on what you want.

Regards

S.
WhiteOwl
Posts: 122
Joined: Fri Jun 09, 2006 2:04 am
Location: Sydney, Australia

RE: RCG Editing Questions

Post by WhiteOwl »

Thanks for that Stridor - this makes a lot more sense now :)

Cheers
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