Nix77
Posts: 561
Joined: 10/2/2016 From: Finland Status: offline
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I think I raised this same issue in Wite1 too, hope it would finally get fixed. This isn't a bug in itself, but it's a major annoyance that the morale soft factor colors don't actually tell anything useful to the player. Well, they do, but they could be doing it better :) Here's a list of any notable morale thresholds in the game: quote:
<40 gain 1 morale automatically >40+D15 no routing if can retreat >40+D30 no routing if can retreat and division or smaller defending alone <D50 surrender if isolated <50 never in reserve for AI <50 CV reduced when isolated <50 more than 10 hex from enemy, gain 0-2 morale >50 +2 enemy hex movement >80 +1 enemy hex movement And here are the soft factor thresholds quote:
<41 red 41-55 orange 56-70 yellow 71-85 dark green 86+ bright green So actually there's only one (<41) threshold that matches to any of the ones that matter. I'd suggest something like this: quote:
<41 red 41-50 orange 51-65 yellow 66-80 dark green 81+ bright green With my suggested thresholds, you could basically see every morale limits that matter strictly by checking the soft factor color on the counter (except the routing threshold that is a random roll). EDIT: Just noticed a similar weirdness in rail line usage (38.7.7, just above the soft factor table), for some reason yellow rail is either +0 or +1 SMP. Couldn't this also be 1-9999 tons = dark green, 10000-19999 tons = yellow. This would again be more informative: green = no malus, yellow = +1SMP, orange = +2SMP, red = +3SMP.
< Message edited by Nix77 -- 4/6/2021 1:13:24 PM >
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