From: Bedfordshire UK
Rail repair is critical, it repairs too quickly and a more realistic delay in opening rail supply keeps a more historical balance.
Can you tell me how to mod the rail repair for Axis AI? What would give a more historical feel?
In the TOF folder find data/scenarios/scenario name/const, which will open in notepad, look for lines :
MaxRepairTimeAfterOwnerChange = 3
RepairChanceForWeather = 90;35;50
I think that this means that the chance for a broken rail to repair is 90% in good weather, 35% in mud and 50% in snow, but that anyway it will always repair after 3 turns.
I have tried increasing the max repair time to 5 turns and reduced the % chance to repair to 60:25:35 and now thinking of going lower, 30:15:10.
I am using this to slow down the Axis advance played by me, against the AI, but the AI gets help and I am not sure if any changes will apply to the AI, also there are national const files which allow you to change things for specific nations, but I don't know whether, or not, rail repair is a global feature that cannot be varied for different nations.
Even on a lower percentage there is still a chance that some rail may still repair quickly, depends on how the % odds fall for each hex.
You may have to change permissions for the file to be able to save changes - right click to get file Properties/Security/allow full control, to be able to modify the file (backup original files in case you want to go back).
These files are specific to each scenario, so any changes in one scenario const file will not be active in any other scenarios you might play.
When the game is saved, copies of national const files go into the saved game file, so unless its a new game, any changes to national const files will have to be made to the saved files. I think the main const file, which does not appear in the saved game files, always remains as it was in the main game folder.
There are a lot of features in the const file which can be adjusted, another item I find useful is unit splitting, in a game with no stacking, splitting units is a realistic way to establish a defence and get more flexibility.
FreezeTimeModifierAfterUnitSplit_Land = 0.67
CostModifierOfUnitSplit_Land = 0.67
Changing these to .25, or lower, reduces the time delay and PP cost of splitting. The cost was set high to stop players from using the split as a cheaper way of getting more Corps, which could then be built to full strength, but you can name the split units as XXX/1 and XXX/2 so you could later merge them back into the original unit and as a reminder not to reinforce them above 50%. Choosing appropriate names will allow you to find split units in the unit management box (click at the top of each column and the unit list should fall into number order). The AI will not be affected, as I don't think it uses splitting.
SupplyPartWithNoRailroadLandConnectionWithMSS = 0.66
Lowering this may help, as the Soviets in defence will have a full rail net and changing this should reduce supply for the advancing side with broken rail behind them.
To help the Soviets, experimenting with entrenching settings to allow units to dig for more turns (from 5 to 10) and hopefully get a bigger entrenching bonus if they haven't moved. It's difficult to see which defence bonuses are being applied during combats, but the AI Soviets can be difficult to shift, without multiple attacks.
< Message edited by Rasputitsa -- 4/4/2013 7:00:21 PM >
"We have to go from where we are, not from where we would like to be" - me