'Leaders Enhancement', Comments and Bugs
Moderator: Vic
- Zaratoughda
- Posts: 714
- Joined: Sat Nov 15, 2008 4:00 pm
- Location: NE Pa, USA
'Leaders Enhancement', Comments and Bugs
- When your display is at 1024x768, there is not enough space across the screen for all the buttons when you have a HQ up with a leader, because the 'leader pool' button is up there and with that, not enough room. A couple of the buttons half overlay each other and they are still usable but an annoyance. The suggestion, get rid of the 'surrender' button. I never use it. If I am losing it is time for the big red X. Not gonna add humiliation to injury by hitting the surrender button.
- A bug. When using the leaders option, there are times when you cannot buy a HQ without a leader even if you have 5 PP left. The option might go out when you can no longer purchase a HQ *with* a leader I dunno but, it still goes away before it should.
- I looked in the forums and could not find anything on this... what happens if you put more staff in a HQ than the leader is supposed to be able to handle? I oftentimes start HQs out with 80 staff but, most of the leaders cannot handle 80 staff but I was giving the HQs 80 staff anyways and, didn't know if it was causing a problem or not.
- I start HQs out with 40 or 80 staff and, they then usually get up to at least 120 and sometimes as much at 400 or so. But, can't see anyways this can happen with the leader option. The best I had was 73 or so and when he got promoted he was up to 78 but that is still a lot less than I normally use. Guess the strategy here is for smaller 'corps' each with a leader. I guess there isn't any strategy in having an intermediate HQ in the mix, leaders or not. Maybe eventually.
- Oh, another bug. When you first get a leader in a HQ he is showing like 430 staff or so but then come the next turn, just 43. So, there seems to be a 10x multiplier on these when first purchased in a HQ.
- Oh, one bug not related to leaders... when playing random game with 1 hex start, about half time when you take an unoccupied city that was neutral, when you bring the production up it is showing production that you have to delete before you can give it the production you need. If foreign nationals then the initial production is bogus because you cannot produce rifle, etc, with these cities. About half the time have to delete the production that is there while the other half, no production and no problem. Minor thing but a bit of a pain after a while.
- This all with v 213b.
- Yeah, was a bit dissapointed that there were no naval and air leaders like there were in PT but, can't have everything I guess.
- A bug. When using the leaders option, there are times when you cannot buy a HQ without a leader even if you have 5 PP left. The option might go out when you can no longer purchase a HQ *with* a leader I dunno but, it still goes away before it should.
- I looked in the forums and could not find anything on this... what happens if you put more staff in a HQ than the leader is supposed to be able to handle? I oftentimes start HQs out with 80 staff but, most of the leaders cannot handle 80 staff but I was giving the HQs 80 staff anyways and, didn't know if it was causing a problem or not.
- I start HQs out with 40 or 80 staff and, they then usually get up to at least 120 and sometimes as much at 400 or so. But, can't see anyways this can happen with the leader option. The best I had was 73 or so and when he got promoted he was up to 78 but that is still a lot less than I normally use. Guess the strategy here is for smaller 'corps' each with a leader. I guess there isn't any strategy in having an intermediate HQ in the mix, leaders or not. Maybe eventually.
- Oh, another bug. When you first get a leader in a HQ he is showing like 430 staff or so but then come the next turn, just 43. So, there seems to be a 10x multiplier on these when first purchased in a HQ.
- Oh, one bug not related to leaders... when playing random game with 1 hex start, about half time when you take an unoccupied city that was neutral, when you bring the production up it is showing production that you have to delete before you can give it the production you need. If foreign nationals then the initial production is bogus because you cannot produce rifle, etc, with these cities. About half the time have to delete the production that is there while the other half, no production and no problem. Minor thing but a bit of a pain after a while.
- This all with v 213b.
- Yeah, was a bit dissapointed that there were no naval and air leaders like there were in PT but, can't have everything I guess.
- Zaratoughda
- Posts: 714
- Joined: Sat Nov 15, 2008 4:00 pm
- Location: NE Pa, USA
RE: 'Leaders Enhancement', Comments and Bugs
Oh, yeah, you cannot use the resource mod with the the new leaders enhancement.
Fingured out how to get rid of the resource mod pop-up... just remove the leaders.txt file from the mods folder.
Don't really need this. Re normal ATG, newdawnATG, or resource mod ATG, it is just a matter of which ptmaster file is chosen. either generic.at2 (for normal ATG), anewdawn.at2 (for new leader ATG), leader.at2 (for resource/leader mod), or even generic2.at2 (for alternate graphics).
Yeah, they can't really be mixed and matched. Must select one and only one.
Fingured out how to get rid of the resource mod pop-up... just remove the leaders.txt file from the mods folder.
Don't really need this. Re normal ATG, newdawnATG, or resource mod ATG, it is just a matter of which ptmaster file is chosen. either generic.at2 (for normal ATG), anewdawn.at2 (for new leader ATG), leader.at2 (for resource/leader mod), or even generic2.at2 (for alternate graphics).
Yeah, they can't really be mixed and matched. Must select one and only one.
RE: 'Leaders Enhancement', Comments and Bugs
Re: what happens if you put more staff in a HQ than the leader is supposed to be able to handle? I oftentimes start HQs out with 80 staff but, most of the leaders cannot handle 80 staff but I was giving the HQs 80 staff anyways and, didn't know if it was causing a problem or not.
Answer: the number isn't a limit on how many staff an officer can handle, it is a limit on how many staff his bonuses can be applied to.
Re: you cannot use the resource mod with the the new leaders enhancement.
Answer: The latest version of Lancer's Resource Mod is based on the v2.13 anewdawn.at2 file so it does have officers. I expect that Lancer will update his resource mod to support v2.14 at some point.
Re: just remove the leaders.txt file from the mods folder.
Answer: Lancer mistakenly included that file in his first build of his new resource mod. He removed it the following day I believe and the current install file does not include it.
Answer: the number isn't a limit on how many staff an officer can handle, it is a limit on how many staff his bonuses can be applied to.
Re: you cannot use the resource mod with the the new leaders enhancement.
Answer: The latest version of Lancer's Resource Mod is based on the v2.13 anewdawn.at2 file so it does have officers. I expect that Lancer will update his resource mod to support v2.14 at some point.
Re: just remove the leaders.txt file from the mods folder.
Answer: Lancer mistakenly included that file in his first build of his new resource mod. He removed it the following day I believe and the current install file does not include it.
Tac2i (formerly webizen)
RE: 'Leaders Enhancement', Comments and Bugs
ORIGINAL: Webizen
Re: what happens if you put more staff in a HQ than the leader is supposed to be able to handle? I oftentimes start HQs out with 80 staff but, most of the leaders cannot handle 80 staff but I was giving the HQs 80 staff anyways and, didn't know if it was causing a problem or not.
Answer: the number isn't a limit on how many staff an officer can handle, it is a limit on how many staff this bonuses can be applied to.
Exactly. Haven't played the latest patch yet as Vic is pouring them out faster than I can finish a current game lol, but anyways... I see the Officers as an added bonus, and certainly not as a limit to the amount of Staff an HQ can have. I tried that, but the Staffnumber an Officer can handle is way too low for a decent sized Army, in the 60's 70's or so, way too low.
So now I create my usual HQ's, sometimes up to 250 or more Staff and see that Officer as a bonus.
It was my impression that Vic was working on this issue in his latest patch 2.14.
- Zaratoughda
- Posts: 714
- Joined: Sat Nov 15, 2008 4:00 pm
- Location: NE Pa, USA
RE: 'Leaders Enhancement', Comments and Bugs
"Answer: the number isn't a limit on how many staff an officer can handle, it is a limit on how many staff his bonuses can be applied to. "
I guess this means if the officer has 40 as a max staff value, with a bonus of 30%.... then if you have 80 staff in his HQ... then the troops under his command... get a 15% bonus.
No?
Or is it they do not get ANY bonus if the staff is over his maximum?
Thanks.
I guess this means if the officer has 40 as a max staff value, with a bonus of 30%.... then if you have 80 staff in his HQ... then the troops under his command... get a 15% bonus.
No?
Or is it they do not get ANY bonus if the staff is over his maximum?
Thanks.
- Zaratoughda
- Posts: 714
- Joined: Sat Nov 15, 2008 4:00 pm
- Location: NE Pa, USA
RE: 'Leaders Enhancement', Comments and Bugs
"Answer: The latest version of Lancer's Resource Mod is based on the v2.13 anewdawn.at2 file so it does have officers. I expect that Lancer will update his resource mod to support v2.14 at some point."
I looked into this more closely and found you have to use the new at2 file, ERM_OFFICERS, to get the resource mod with the new officers enhancement and... he now integrates everything into one mod and I had only been using the restriction that resources must be attached to the rail net and not the transport pools... so now if you want to use the one you must use the others and, to me that isn't worth it.
Whatever.
I looked into this more closely and found you have to use the new at2 file, ERM_OFFICERS, to get the resource mod with the new officers enhancement and... he now integrates everything into one mod and I had only been using the restriction that resources must be attached to the rail net and not the transport pools... so now if you want to use the one you must use the others and, to me that isn't worth it.
Whatever.
RE: 'Leaders Enhancement', Comments and Bugs
Excellent question. Waiting for the answer.ORIGINAL: Zaratoughda
"Answer: the number isn't a limit on how many staff an officer can handle, it is a limit on how many staff his bonuses can be applied to. "
I guess this means if the officer has 40 as a max staff value, with a bonus of 30%.... then if you have 80 staff in his HQ... then the troops under his command... get a 15% bonus.
No?
Or is it they do not get ANY bonus if the staff is over his maximum?
Thanks.
Bye!
RE: 'Leaders Enhancement', Comments and Bugs
ORIGINAL: Rander
Excellent question. Waiting for the answer.ORIGINAL: Zaratoughda
"Answer: the number isn't a limit on how many staff an officer can handle, it is a limit on how many staff his bonuses can be applied to. "
I guess this means if the officer has 40 as a max staff value, with a bonus of 30%.... then if you have 80 staff in his HQ... then the troops under his command... get a 15% bonus.
No?
Or is it they do not get ANY bonus if the staff is over his maximum?
Thanks.
Bye!
For all intents and purposes yes...
The actual calculation is however a little bit different. If not all these 80 staff are actually needed to lead the troops the officer might have a higher modifier effect.
best,
Vic
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RE: 'Leaders Enhancement', Comments and Bugs
Thanks for the answer, Vic.ORIGINAL: Vic
For all intents and purposes yes...
The actual calculation is however a little bit different. If not all these 80 staff are actually needed to lead the troops the officer might have a higher modifier effect.
best,
Vic
It's important to know that leaders always give bonus (bigger or smaller).
Bye!
Rander.
- Strategiusz
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RE: 'Leaders Enhancement', Comments and Bugs
Is it something new things from leaders? I never saw this percents before. This is my enemy unit not mine.


- ernieschwitz
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RE: 'Leaders Enhancement', Comments and Bugs
I think it´s a defensive bonus played by a leader, owned by the AI....
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- Strategiusz
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RE: 'Leaders Enhancement', Comments and Bugs
This is from a multiplayer game, not vs AI.
- ernieschwitz
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RE: 'Leaders Enhancement', Comments and Bugs
It could still be a defensive bonus played by your opponent. Seen this in DC:WTP before, so it might be the same...
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RE: 'Leaders Enhancement', Comments and Bugs
I've definitely seen this before in an AI game.
RE: 'Leaders Enhancement', Comments and Bugs
They are in AI games, along with Red boxes and Green ones. The green ones seem to be the hit you will take because of airbase overcrowding and may have nothing to do with leaders. I have seen red and blue together (both colors infecting the same units) in a game with leaders. If it is leaders doing it, it has to be the AI leaders, because it isn't my group of stumblebums. Sometimes, my guys sober up and get a "charge" card, and I think that puts a blue box with a + modifier on my effected units. The - modifiers must be the other guys, but I want to know who is putting a curse on me. what is the nature of this curse, where is the guy who is doing it, and what do I do about it. I was going to start this exact thread, but I couldn't figure out how to get a graphic to stick in the post. Maybe Vic will look in and give us a list of colors, meanings, and solutions to this wave of negative graphics.
and what happens when both your leader and his leader are casting spells on the same unit? do you get two blue boxes? a cumulative box? how do you know how many leaders are effecting a given modification if it is cumulative? Is the modification you see cumulative with anything else like terrain?
and what happens when both your leader and his leader are casting spells on the same unit? do you get two blue boxes? a cumulative box? how do you know how many leaders are effecting a given modification if it is cumulative? Is the modification you see cumulative with anything else like terrain?
- ernieschwitz
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RE: 'Leaders Enhancement', Comments and Bugs
Acutually, i was thinking that the new cards are kinda like spells. I was at one point thinking of making a "fireball" or "lightning strike" card for a leader... But really, they are not spells, and i am not sure what you mean by negative graphics either...
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RE: 'Leaders Enhancement', Comments and Bugs
I was being flip about little superimposed boxes that have something like -23% sitting on your units.
RE: 'Leaders Enhancement', Comments and Bugs
Minus 23%?
Well for me personally I see the cards as the "personal touch" of a commander. Each commander has a different "style", and bonusses, so you have Artillery Officers, and Tank Officers and so on. Adds a lot of gameflavour if you ask me. I even try to put the proper general in the right place, so a Tank ace gets the most armour, an Artillery genius gets the most tubes and so on. The Officers with "administrative" cards get the higher HQ's and they are not on the frontlines, usually somewhere at a distribution hub. But each has his own way of playing this gem.
Well for me personally I see the cards as the "personal touch" of a commander. Each commander has a different "style", and bonusses, so you have Artillery Officers, and Tank Officers and so on. Adds a lot of gameflavour if you ask me. I even try to put the proper general in the right place, so a Tank ace gets the most armour, an Artillery genius gets the most tubes and so on. The Officers with "administrative" cards get the higher HQ's and they are not on the frontlines, usually somewhere at a distribution hub. But each has his own way of playing this gem.
RE: 'Leaders Enhancement', Comments and Bugs
Ernie, is it the blue background that makes you think it is a defensive bonus? So a red background in the upper left corner of the unit graphic would be offensive? In post #9, I notice that the unit with 90% readyness is getting a lower percentage of bouns than the others. Does this suggest to you that the percentage displayed in cumulative,and includes the effect of readyness? Do you think it would also include things like HQ power and staffing level effect in the units parent HQ? I have seen blue, red and green boxes. Have you seen any boxes of colors other than this? Thanks in advance if you can answer any of these questions.ORIGINAL: ernieschwitz
I think it´s a defensive bonus played by a leader, owned by the AI....
- ernieschwitz
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RE: 'Leaders Enhancement', Comments and Bugs
No it´s not the blue background...
It´s the fact that it must be a bonus that can be seen during your own turn and on enemy units. What else could it realistically be?
It´s the fact that it must be a bonus that can be seen during your own turn and on enemy units. What else could it realistically be?
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