hard coded overstrength capturables query

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hugh2711
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 612
Joined: Fri Sep 27, 2013 8:45 pm

hard coded overstrength capturables query

Post by hugh2711 »

In GC45 you can capture a couple of KV85's however although they have experience 100 (with no kills) they are strengthed at 12. I have noticed with some other units (gc44 captured AA) with this phenomena that when they lose strength and you try to repair them back to thier first given strength the cost doesnt follow the normal non-linear rules for overstrength. e.g. a captured special 12 strength unit going down to 9; 9 to 10 costs 10%, 10 to 11 costs 10%, 11 to 12 costs 10%. Then it becomes non linear like normal. [normal being 9 to 10 costs 10%, 10 to 11 costs 15%, 11 to 12 costs 20%]

1) technically how is this done - just editing the equipment file?
and
2) what is the nominal softcap value of these special kind of units? (in order to make a judgement wether it is worth keeping them at thier starting overstrength level).
e.g. 'normal' kv85 = 600 (ish)
special captured KV85 = ?
600 at 10
600 at 12
600+60+60 at 12
600+60+60+90 at 13
600+60+60+60 at 13

Thanks for info. (and yes I realise this is a bit obscure and trivial :-)
dalfrede
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1493
Joined: Wed Mar 15, 2017 7:48 pm

Re: hard coded overstrength capturables query

Post by dalfrede »

hugh2711 wrote: Mon Jul 16, 2018 10:37 am
1) technically how is this done - just editing the equipment file?
and
The number is set in the Scenario Editor
Screen Shot 2018-07-16 at 9.56.20 AM.jpg
Screen Shot 2018-07-16 at 9.56.20 AM.jpg (165.1 KiB) Viewed 943 times
I Believe this gives the unit a base strength of 12. The rest just follows.
This gives the designers discretion to give the AI selectively stronger units.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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