Winter & mud modifiers (Full Version)

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slaytanic -> Winter & mud modifiers (1/9/2012 1:37:03 PM)


The same modifiers for winter and mud (mudifier) can be found in both consts.ini and countries.csv. Changing one doesn't change the other automatically. So my question is: which one the game takes into account and do I mess my game up if I have them at different values?




doomtrader -> RE: Winter & mud modifiers (1/9/2012 4:09:15 PM)

values in consts.ini are modified by the values in countries.csv




Rosseau -> RE: Winter & mud modifiers (1/10/2012 2:36:58 AM)

As it should be. Thanks for pointing this out, OP.




slaytanic -> RE: Winter & mud modifiers (1/10/2012 12:01:44 PM)

Thanx Doom!

I'll hijack my own thread to ask you 2 unrelated questions:

1. RepairChanceForWeather = 90;35;50

Could you explain? 90% repair chance per each turn if sunny? is that 90% chance that rail gets repaired in 1st turn? Either my logic is flawed or modifier is awkwardly written

2. any chance to have some attacker casulaties in case of overrun? No matter what the odds are, it's highly unlikely to destroy an entire division/corps without any losses. Same goes for 1:1 odds when att strength<def str. Why not just apply land combat outcome table for all situations?




doomtrader -> RE: Winter & mud modifiers (1/10/2012 12:44:17 PM)

quote:

1. RepairChanceForWeather = 90;35;50

Could you explain? 90% repair chance per each turn if sunny? is that 90% chance that rail gets repaired in 1st turn? Either my logic is flawed or modifier is awkwardly written


You are right.


quote:

2. any chance to have some attacker casulaties in case of overrun? No matter what the odds are, it's highly unlikely to destroy an entire division/corps without any losses.

I just added such task for our to do list today

quote:

Same goes for 1:1 odds when att strength<def str. Why not just apply land combat outcome table for all situations?

when the attacker strength i smaller than defender, then 1:1 odds table is used




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