How do units end up above 100% strength?

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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MarkShot
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How do units end up above 100% strength?

Post by MarkShot »

Thanks.

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rbodleyscott
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Re: How do units end up above 100% strength?

Post by rbodleyscott »

All units are adjusted by up to 10% either way when they are created. 480 is only "paper" strength.
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kronenblatt
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Re: How do units end up above 100% strength?

Post by kronenblatt »

rbodleyscott wrote: Tue Sep 29, 2020 8:27 am All units are adjusted by up to 10% either way when they are created. 480 is only "paper" strength.
In which file is that made, and where? I really like the feature itself of units having unique strengths, but maybe in the future would like to mod it (i.e., disable that adjustment) as part of making the units more generic and to use strength in relative terms instead of representing actual number of men.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
rbodleyscott
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Re: How do units end up above 100% strength?

Post by rbodleyscott »

kronenblatt wrote: Sat Oct 03, 2020 9:04 am
rbodleyscott wrote: Tue Sep 29, 2020 8:27 am All units are adjusted by up to 10% either way when they are created. 480 is only "paper" strength.
In which file is that made, and where? I really like the feature itself of units having unique strengths, but maybe in the future would like to mod it (i.e., disable that adjustment) as part of making the units more generic and to use strength in relative terms instead of representing actual number of men.
The function that does it is RandomiseStartingStrength() in Tools.BSF

It is usually called from CustomiseUnits(), either in a scenario's scenario script, or in Slith_RandomMap2.bsf for random map battles.
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kronenblatt
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Re: How do units end up above 100% strength?

Post by kronenblatt »

rbodleyscott wrote: Sat Oct 03, 2020 10:34 am
kronenblatt wrote: Sat Oct 03, 2020 9:04 am
rbodleyscott wrote: Tue Sep 29, 2020 8:27 am All units are adjusted by up to 10% either way when they are created. 480 is only "paper" strength.
In which file is that made, and where? I really like the feature itself of units having unique strengths, but maybe in the future would like to mod it (i.e., disable that adjustment) as part of making the units more generic and to use strength in relative terms instead of representing actual number of men.
The function that does it is RandomiseStartingStrength() in Tools.BSF

It is usually called from CustomiseUnits(), either in a scenario's scenario script, or in Slith_RandomMap2.bsf for random map battles.
Oki, thanks.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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