Modding movement's AP cost

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Kossatx
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Modding movement's AP cost

Post by Kossatx »

Hi, there is any way to mod the AP cost of moving for different unit types? In "Edit movement cost data" section is possible to mod the cost, but not for each unit type. For example, you can set a +1 movement cost to move into a forest hex, but not only for tanks and light armour. Any idea about this?
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BillRunacre
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RE: Modding movement's AP cost

Post by BillRunacre »

Yes, this can be done by going to Campaign -> Edit Penalties/Bonuses Data [:)]
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Kossatx
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RE: Modding movement's AP cost

Post by Kossatx »

I don't see the changes in this section (Campaign -> Edit Penalties/Bonuses Data) have any effect in the game. For example, I have setted with a -1 Action Points for infantry in forest, and with a +1 for motorized units. But when I play the game, neither infantry or motorized units have any bonus or penalty in forest [&:] When I set the modifiers in "Edit defence bonus data" it works, but without differences between unit types.
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Hubert Cater
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RE: Modding movement's AP cost

Post by Hubert Cater »

The way the Penalties editing section works is that once you are on that particular terrain or resource then the penalties are applied and for Action Points. It will just mean that the next time they are calculated the unit in that spot would have -1 AP relative to others not affected by the penalty if that was the setting chosen.

It just doesn't add an AP cost to enter that hex as the other Edit Movement Cost option associated with terrain would.

But that being said I did find a bug in that it was applying the penalties 2X for all penalties due to a quirk in the code so that will be corrected going forward.
Kossatx
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RE: Modding movement's AP cost

Post by Kossatx »

Thanks very much Hubert Cater. So, is not possible with the editor to mod different penalties/bonuses for unit categories when moving into a terrain/resource hex? In "Campaign > Edit movement cost data" is possible to change the penalties/bonuses, but without differences between unit categories.
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BillRunacre
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RE: Modding movement's AP cost

Post by BillRunacre »

Unfortunately not, at least I can't think of a way to do it that would be determined by what hex you are moving into, apart from giving more mobile units more Action Points, so that they are penalized less.

This would of course give them more movement elsewhere, but perhaps some adjustments to all movements and all costs would get things nearer to what you're looking for.
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Kossatx
Posts: 97
Joined: Sun Aug 16, 2015 5:48 pm
Location: Spain

RE: Modding movement's AP cost

Post by Kossatx »

Ok, Thanks BillRunacre.
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