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hard coded overstrength capturables query

Posted: Mon Jul 16, 2018 10:37 am
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 :-)

Re: hard coded overstrength capturables query

Posted: Mon Jul 16, 2018 5:08 pm
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 1044 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.