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info needed for mod

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Strategic War in Europe >> Mods and Scenarios >> info needed for mod Page: [1]
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info needed for mod - 11/20/2012 3:53:10 AM   
gwgardner

 

Posts: 3491
Joined: 4/7/2006
Status: offline
Hello,

Please provide info on meaning of following entries in the consts.ini file, including meaning of each of the parameters, and how the tables work. In particular, why are the defender and attacker combat tables so different? It's like two different algorithms used. And especially, how is AfterBattleRetreatModifierColumn used? Thanks. :

[LandUnitRetreat]
BasicRetreatChance = 40
AfterBattleRetreatModifierColumn1 = 0.5
AfterBattleRetreatModifierColumn2 = 0.75
AfterBattleRetreatModifierColumn3 = 1
AfterBattleRetreatModifierColumn4 = 1.25
AfterBattleRetreatModifierColumn5 = 1.5
AfterBattleRetreatModifierColumn6 = 1.75
AfterBattleRetreatModifierColumn7 = 2
WaterRetreatModifier = 1
PlainRetreatModifier = 1.2
ForestRetreatModifier = 0.6
RoughRetreatModifier = 0.4
SwampRetreatModifier = 0.5
HillsRetreatModifier = 0.7
MountainRetreatModifier = 0.5
DesertRetreatModifier = 1.5

[CRTDefenderLossesInLandCombatForDiceRolls]
Odds1to1 = 5;15;25;35;45;55
Odds2to1 = 10;25;40;55;70;85
Odds3to1 = 20;35;50;65;80;95
Odds4to1 = 30;45;60;75;90;100
Odds5to1 = 40;55;70;85;100;100
Odds6to1 = 50;65;80;95;100;100
Odds7to1 = 60;75;90;100;100;100

[CRTAttackerLossesInLandCombatForDiceRolls]
Odds1to1 = 1.2;1.4;1.6;1.8;2;2.2
Odds2to1 = 0.6;0.7;0.8;0.9;1;1.1
Odds3to1 = 0.3;0.35;0.4;0.45;0.5;0.55
Odds4to1 = 0.2;0.25;0.3;0.35;0.4;0.45
Odds5to1 = 0.05;0.1;0.15;0.2;0.25;0.3
Odds6to1 = 0;0.05;0.1;0.15;0.2;0.25
Odds7to1 = 0;0;0.05;0.1;0.15;0.2

< Message edited by gwgardner -- 11/20/2012 3:56:15 AM >
Post #: 1
RE: info needed for mod - 11/21/2012 7:59:49 PM   
gwgardner

 

Posts: 3491
Joined: 4/7/2006
Status: offline
Too late, I figured it out. You'll have to move faster in the future!

I'm doing a little mod to make the game:

- a bit more fun with cheaper albeit less effective air power (as it is, its so expensive that its impossible to reinforce air groups);

- and much more realistic in terms of the early German actions against Denmark and Norway - much cheaper amphibious units (In those actions, and in the proposed SeaLion, the Germans did or were going to use naval transport or commandeered commercial shipping.) and much less powerful Danish and Norwegian troops (the Norwegians had not fully mobilized and the Danes had nothing much combat capable, unlike in the game where they have a full-strength corps in Copenhagen.);

- Also more historical in terms of the time needed for the invasions of Poland, the Low Countries, France, Yugoslavia, Greece, and the USSR (more APs, to reflect the scale of the map).

- less annihilation, more retreats, during combat. I hate seeing a whole infantry army completely destroyed in one combat - with more APs combat will have more rounds, but less destruction in each round and more chance for retreats.

All those changes would effect the later game too, I realize, but I'll just have to playtest that. I'll post the mod soon in case anyone else wants to playtest it.


< Message edited by gwgardner -- 11/21/2012 8:26:14 PM >

(in reply to gwgardner)
Post #: 2
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