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How do units end up above 100% strength?

Posted: Tue Sep 29, 2020 8:12 am
by MarkShot
Thanks.

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

Posted: Tue Sep 29, 2020 8:27 am
by rbodleyscott
All units are adjusted by up to 10% either way when they are created. 480 is only "paper" strength.

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

Posted: Sat Oct 03, 2020 9:04 am
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.

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

Posted: Sat Oct 03, 2020 10:34 am
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.

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

Posted: Sat Oct 03, 2020 10:51 am
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.