Using fractions or percentage greater than 100

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Maj_Battaglia
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
Joined: Wed Jan 02, 2008 9:54 pm
Location: Washington, DC

Using fractions or percentage greater than 100

Post by Maj_Battaglia »

I am wondering if the game calculations will recognize fractions or percentages greater than 100. For example, if I wanted to mod terrain so that rough or forest cost 1.5 rather than 2 (i.e. so it's more than clear but less than mountain), would game calculations still work?

What about ground attack or defense in the unit.txt. file? Will fractions work there?

If I wanted to make armor effectiveness 110 percent in clear (in this case I don't, just a theoretical question), could that work as well?

Thanks!
firepowerjohan
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
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Post by firepowerjohan »

We do not use fractions for unit attributes so 3.5 would not work sinetad of 3. For percentages though, it is possible to edit above 100% so if you want tanks to be more powerful in the clear terrain then you can set them above 100 in the script :)
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Maj_Battaglia
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
Joined: Wed Jan 02, 2008 9:54 pm
Location: Washington, DC

Post by Maj_Battaglia »

Thanks for the info!

I was thinking a workaround would be to double unit movement allowances, and then adjust terrain movement costs accordingly. So I made clear movement 2, rough 3, mountain 4, etc. This worked fine when I tested it out except that the penalty for moving past an adjacent enemy unit was not as severe, which is a problem. I looked and could not see anywhere that this can be changed. Is there a way to increase the penalty for moving in ZOC?

And a side note for anyone else monkeying around with terrain movement costs for whatever reason: water is considered clear terrain, so if you change the clear movement costs, ships are affected (in my case I just doubled the movement of naval units).
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