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Questions on const.ini

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All Forums >> [Current Games From Matrix.] >> [World War II] >> Time of Fury >> Design and Modding >> Questions on const.ini Page: [1]
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Questions on const.ini - 12/20/2011 1:44:53 PM   


Posts: 66
Joined: 12/14/2011
Status: offline
I guess this would be for doomtrader but anyone can answer. I'm thinking of modding some aspects of the game. So I'd like to know:

1. any chance to give us the chance mod sea zone bombardment by bombers? all combat modifiers are moddable except this. Problem is now fleets get decimated by TAC when historically europeans had very little dive bombers and anti ship possibilities. On the other hand I've never seen planes get hit by ships. And they should. Imagine 50 RN battleships and cruisers in the Channel vs 500 german bombers. What would the outcome be?

2. I'd love an extra attack modifier for panzers attacking cities, hills, forests etc. Something like PanzerAttackingNonplainsHex=0,8. I played out the winter war: tank corps attacked those forts with infantry in a snowy forest and suffered practically no casualties. Current game mechanics encourage you to attack any hex by tanks as all units suffer the same penalty.

3. which brings me to land combat dice rolls. If I got it correctly, attacker casualties are in strength points, while defender casualties are in strength percentage. Can I somehow change attacker losses to be in % as well? I think it's more logical for the attacker to withdraw after a certain threshold of casualties is reached. Currently inf divisions regularly lose too much (or even get annihilated), while tank corps lose too few.

4. what does this mean: [AirstrikeConsideredEffective] StrengthAndLevel = 0.7

5. also in amph assaults what does this mean: AttackersAdvantageModifier = 1.0

I know such changes arent everyone's cup of tea but it would be great to at least have an option of modding it
thanx in advance

Post #: 1
RE: Questions on const.ini - 12/20/2011 11:06:33 PM   

Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
1. This data is located here:

AttackersAirTechLevelMultiplier = 20
DefendersLandTechLevelMultiplier = 12
ChanceToHitVisibleVessel = 4
ChanceToHitNotVisibleVessel = 2
HpForEveryOneHp = 5
StrategicBombersAccuracy = 50
ChanceForDoubleLosses = 20
ChanceForDestroying = 7

First part also handles the attack on sea zones

2. Adding such modifiers will require to handle whole AI logic. I would prefer considering that for one of the further patches, as soon as all bugs and balance issues will be fixed.

3. You should read attacker losses table in different way. Those values in there, describing multiplier of lossess caused to the defender. SO if the defender is losing for example 20% of it's strength, then attacker lossess are multiplied by the value from attacker's table so then this is 20% * 0,3 = which is equal to 6%

4. The higher the value, then stronger units must be sent to intercept enemies.


(in reply to slaytanic)
Post #: 2
RE: Questions on const.ini - 12/21/2011 2:32:57 AM   

Posts: 2557
Joined: 10/21/2007
From: CaLiForNia
Status: offline
2. There is a penalty for attacking cities, forest, hills, swamps. Tanks do not attack all hexes as the same. Same with other units. Terrain does make a difference.

(in reply to doomtrader)
Post #: 3
RE: Questions on const.ini - 12/21/2011 8:42:22 AM   


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Joined: 12/14/2011
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@ doomtrader

thanx, this is valuable info. I wish all those numbers were explained in a modder's manual but I understand there isn't enough time. Before I start playing with values, is it even possible to have aircraft sustain casualties when attacking ships? Because I'd love to leave ship casualties as they are but have air units suffer for attacking as well

@ Razz

I know there's a penalty, what I'd like is to have DIFFERENT penalties for infantry and tanks. In most other games tanks always suffer higher penalties when attacking difficult terrain than infantry. That's what I'd like to see here as well. So instead of simple "same penalty for all" it would be more realistic to have "slight penalty for infantry, high penalty for tanks"

(in reply to Razz)
Post #: 4
RE: Questions on const.ini - 12/21/2011 9:59:18 AM   


Posts: 66
Joined: 12/14/2011
Status: offline
Also, doom, one question on counter design. Is it possible to show strength % instead of strength points in the unit counter.

If a unit is at half size, has 3 strength points, the counter shows 50 instead of 3. It's just my personal preference

(in reply to slaytanic)
Post #: 5
RE: Questions on const.ini - 12/21/2011 9:46:23 PM   

Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
Currently I don't see a possibility to create such solution, however it is possible that some modder will find a way to do that.


(in reply to slaytanic)
Post #: 6
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