zgrssd
Posts: 3385
Joined: 6/9/2020 Status: offline
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I just went into debug mode and checked how the Recruitment cards work. The core effect is a exe command: Recruit Character 346 1 Age Final Career ID Capacity Level Age and Capacity level are usually set to -1, which propably means "completely random". Final Career ID however seems always set The only input from the Recruiter seems to be in the PP cost to play the cards. Going over the Cards: Recruit Civilian Cost: 6-((3*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,-1,12,-1) Recruit Military Cost: 8-((4*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,-1,13,-1) Recruit Special Ops Cost: 10-((5*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,-1,2,-1) Recruit Talent Cost: 20-((10*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,30,-1,3) Note: Sets age to 30, Capability to 3, Random Career Recruit Senior Cost: 20-((10*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,60,-1,-1) Note: Age 60 and random career Recruit Junior Cost: 6-((3*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,20,-1,-1) Note: Age 20, Random Career Recruit Mercenary Cost: 40-((10*GAMEKEY.characterRecruitmentBonus)/100) exe(346,1,40,13,2) Note: Age 40, fixed career, Capability 2 So they all have tradeoffs - a pity they are not cleary displayed. Summary: Military and Mercenary give same career, but higher age and Capability on the Mercenary Talent, Senior and Junior give a Random Career but a set age. Talent is the only besides Merc that gives a higher Capability
< Message edited by zgrssd -- 7/14/2021 7:35:47 PM >
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