Questions to developer
Questions to developer
Could Dommie or Anraz answer the following:
1. How many turns is it between each war economy raise for a country at peace when the percentage is lower than 100?
2. How many turns is it between each war economy raise for a country at war when the percentage is lower than 100?
3. How many turns is it between each war economy raise for a country at peace when the percentage is higher than 100?
4. How many turns is it between each war economy raise for a country at war when the percentage is higher than 100?
5. Are the increments always 5 pre-100 % and 2 post-100 %?
6. Is there any randomization in this?
1. How many turns is it between each war economy raise for a country at peace when the percentage is lower than 100?
2. How many turns is it between each war economy raise for a country at war when the percentage is lower than 100?
3. How many turns is it between each war economy raise for a country at peace when the percentage is higher than 100?
4. How many turns is it between each war economy raise for a country at war when the percentage is higher than 100?
5. Are the increments always 5 pre-100 % and 2 post-100 %?
6. Is there any randomization in this?
RE: Questions to developer
War economy is updated every month (when month changes) for countries at war.
Values are in consts.csv, line 205
If WE < 100 then
-if democracy: +4th value
-if regime: +5th value
If WE >= 100 then +7th value
No randomization.
Values are in consts.csv, line 205
If WE < 100 then
-if democracy: +4th value
-if regime: +5th value
If WE >= 100 then +7th value
No randomization.
Wastelands Interactive member (Programmer)
RE: Questions to developer
Uxbridge is it a sufficient answer for your qestions?
RE: Questions to developer
Yes, it is. First it didn't quite work out. Then I realized that USSR wasn't a regime by your definition.
I was rather sure I had seen the a line about growth earlier, but couldn't find it now. But I was using notepad then and are using excel now. It was hidden in the small cells.
Many thanks.
One thing more. When a retreat check is made, does that check take into account only the loss suffered in the present combat, or does it also include the general strength condition of the concerned unit? Which of the following statements are true (all being unmodified by other circumstances):
A unit with 100 % strength, suffering 20 % loss, have a 20 % chance of retreat.
A unit with 50 % strength, suffering 20 % loss, have a 70 % chance of retreat.
A unit with 50 % strength, suffering no loss, still have a 50 % chance of retreat.
A unit with 100 % strength, suffering no loss, won't retreat.
This has puzzled me for a long time. I just discovered that 1.60 (don't think it was there before) includes a general retreat calculation modifier and was planning to make some fiddling.
I was rather sure I had seen the a line about growth earlier, but couldn't find it now. But I was using notepad then and are using excel now. It was hidden in the small cells.
Many thanks.
One thing more. When a retreat check is made, does that check take into account only the loss suffered in the present combat, or does it also include the general strength condition of the concerned unit? Which of the following statements are true (all being unmodified by other circumstances):
A unit with 100 % strength, suffering 20 % loss, have a 20 % chance of retreat.
A unit with 50 % strength, suffering 20 % loss, have a 70 % chance of retreat.
A unit with 50 % strength, suffering no loss, still have a 50 % chance of retreat.
A unit with 100 % strength, suffering no loss, won't retreat.
This has puzzled me for a long time. I just discovered that 1.60 (don't think it was there before) includes a general retreat calculation modifier and was planning to make some fiddling.
RE: Questions to developer
I prefer to give you equations [;)]
In consts.csv, line 292, there is "basic chance of land unit retreat" (default value=100).
During attack, if defender lost any strength and after this his strength<=50, retreat chance is calculated:
chance = ([value from consts.csv] - [defender strength]) * [Retreat chance modifier per terrain type, line 218] * [Retreat chance modifier per combat column, line 215]
So:
A unit with 100 % strength, suffering 20 % loss, have a 20 % chance of retreat.
False. Strength>50%
A unit with 50 % strength, suffering 20 % loss, have a 70 % chance of retreat.
True (chance = 100 - 30)
A unit with 50 % strength, suffering no loss, still have a 50 % chance of retreat.
False. Defender did not lost his strength
A unit with 100 % strength, suffering no loss, won't retreat.
False. Defender did not lost his strength
In consts.csv, line 292, there is "basic chance of land unit retreat" (default value=100).
During attack, if defender lost any strength and after this his strength<=50, retreat chance is calculated:
chance = ([value from consts.csv] - [defender strength]) * [Retreat chance modifier per terrain type, line 218] * [Retreat chance modifier per combat column, line 215]
So:
A unit with 100 % strength, suffering 20 % loss, have a 20 % chance of retreat.
False. Strength>50%
A unit with 50 % strength, suffering 20 % loss, have a 70 % chance of retreat.
True (chance = 100 - 30)
A unit with 50 % strength, suffering no loss, still have a 50 % chance of retreat.
False. Defender did not lost his strength
A unit with 100 % strength, suffering no loss, won't retreat.
False. Defender did not lost his strength
Wastelands Interactive member (Programmer)
RE: Questions to developer
All right! The strength must be under 50%! I made a number of tests, but never could figure it out. As soon as I thought I had it, there was always one result that throw new doubts on it.
This is good to know, but it wasn't what I hoped for. I will now hold my breath and ask the following:
I suppose that the system refers to a specific line in the hard-coded part of the game. Could this line be moved to the scenario consts.csv (let's call it line 500) to be accessible from the outside. Maybe we could label it "Minimum strength percentage for loss calculation" and put the figure as 50 in default (as it is now). As a modder you could then change this value and balance it with lines 218 and 292 to achieve a desired result.
I have often been thinking about changing the retreat system. There's two reasons for this. The first is to get rid of the imbalance created by the strength factor. In the later parts of the game, when Germany is on the retreat, one doesn't think so much in units as in hexes. You have a long front line and have to try and make the most out of the defence of every hex. Often one work with depleted corps and full strength divisions to gain a certain defence value of each position. Since its to expensive to fill-up the corpses, you often just add a certain degree of strength to them. This, regretably, means that a 40 % panzer corps will be more prone to falling back than a full strength 1-level infantry division when taking the same loss.
The second reason is that I like to make the game more fluid, with greater chances of shifting a defender even when not causing him severe losses. Often front lines gets "stiff" in areas where its difficult to achieve odds higher than 3-1. An attack on low odds is likely to achieve nothing but losses to the attacker. With a higher chance of defender falling back even at lower odds, forcing him to make a counter-attack to retrive lost ground, I hope for a more dynamic gameplay.
With lines 218, 292 and "500" accesible, one can do a lot of experiments in this field, but with "500" locked, its almost impossible to affect the retreat system without causing unwanted for repercussions elsewhere.
Something for 1.70 maybe ... [8|]
This is good to know, but it wasn't what I hoped for. I will now hold my breath and ask the following:
I suppose that the system refers to a specific line in the hard-coded part of the game. Could this line be moved to the scenario consts.csv (let's call it line 500) to be accessible from the outside. Maybe we could label it "Minimum strength percentage for loss calculation" and put the figure as 50 in default (as it is now). As a modder you could then change this value and balance it with lines 218 and 292 to achieve a desired result.
I have often been thinking about changing the retreat system. There's two reasons for this. The first is to get rid of the imbalance created by the strength factor. In the later parts of the game, when Germany is on the retreat, one doesn't think so much in units as in hexes. You have a long front line and have to try and make the most out of the defence of every hex. Often one work with depleted corps and full strength divisions to gain a certain defence value of each position. Since its to expensive to fill-up the corpses, you often just add a certain degree of strength to them. This, regretably, means that a 40 % panzer corps will be more prone to falling back than a full strength 1-level infantry division when taking the same loss.
The second reason is that I like to make the game more fluid, with greater chances of shifting a defender even when not causing him severe losses. Often front lines gets "stiff" in areas where its difficult to achieve odds higher than 3-1. An attack on low odds is likely to achieve nothing but losses to the attacker. With a higher chance of defender falling back even at lower odds, forcing him to make a counter-attack to retrive lost ground, I hope for a more dynamic gameplay.
With lines 218, 292 and "500" accesible, one can do a lot of experiments in this field, but with "500" locked, its almost impossible to affect the retreat system without causing unwanted for repercussions elsewhere.
Something for 1.70 maybe ... [8|]
RE: Questions to developer
BTW units never retreat from cities and forts.
RE: Questions to developer
Ok ... how about the rest? [:)]
RE: Questions to developer
RE:My Italian Saga
Help!

ORIGINAL: AH4Ever
I am posting this here because no one seems to be monitoring TECH SUPPORT lately. I apologize for breaking forum protocol. I would like to continue a game that I have invested quite a few hours in. To do this to my satisfaction I need to know if certain HEXES can have their Supply Status altered and if so how it would be done? [:(]
Help!

JJMC
The next best thing to being clever is being able to quote someone who is.
You weren't there Thursday... You MISSED it!
The next best thing to being clever is being able to quote someone who is.
You weren't there Thursday... You MISSED it!
RE: Questions to developer
Send your latest save file and I can check if I can come up with some make-shift solution.
RE: Questions to developer
Sorry! It just occurred to me that you're to all account still in pre-1.60 beta version, why I can't open your files.
There's no way you can get supply to these islands. If the problem is that the air units are now stuck, I can move them to any other location at your choice. Just tell me the names of the units and where you want them to be.
There's no way you can get supply to these islands. If the problem is that the air units are now stuck, I can move them to any other location at your choice. Just tell me the names of the units and where you want them to be.
RE: Questions to developer
ORIGINAL: Uxbridge
Sorry! It just occurred to me that you're to all account still in pre-1.60 beta version, why I can't open your files.
The game indicates V1.60 when loading.
Should I re-install?
I appreciate your efforts but if there is no way to base them there then I'll just disband them and give Italy the Extra PP to re-build.


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JJMC
The next best thing to being clever is being able to quote someone who is.
You weren't there Thursday... You MISSED it!
The next best thing to being clever is being able to quote someone who is.
You weren't there Thursday... You MISSED it!
RE: Questions to developer
Ok. Do that.
Regarding versions, we might be out of joint when it comes to hotfixes. Better not change that now.
Regarding versions, we might be out of joint when it comes to hotfixes. Better not change that now.
RE: Questions to developer
I will, once again thank you 



JJMC
The next best thing to being clever is being able to quote someone who is.
You weren't there Thursday... You MISSED it!
The next best thing to being clever is being able to quote someone who is.
You weren't there Thursday... You MISSED it!

