kirk23 -> RE: Good Or Bad 1.40 Open Beta Patch ? (1/6/2014 12:46:47 PM)
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ORIGINAL: kirk23 quote:
ORIGINAL: bob. 1. Yes. Considering that the Centrals do start with reduced ready state, it seems very reasonable to me. Actually... why Does Germany and AH start with reduced ready state in the first place and the Entente not? Is there a historical reason for that? After all this time playing the game,I never realized how stupid I have been, I actually never noticed, that it was just Germany & Austria/Hungary that are restricted in this manner.There is absolutely no reason why the Central Powers should start with reduced ready state, if anything it should be the Entente who are restricted. I must say thank you for pointing this out,I have altered the scripts,rather than removing this anchor around the Central Powers necks, because if I did that, it might cause conflict elsewhere within the game,which usually ends in the game crashing big time. As I said I have edited the script,so that it only takes them 6 turns to be at full ready status,instead off as now 13 Game turns. No wonder the Central Powers struggle in the game.[:)] As per Bob. Earlier discussion regarding all the major Nations starting war build up, I have been working on the following Idea where all the major countries,build up at a different rate. INCREMENTAL WAR BUILD UP FOR Germany, Austria & Turkey. function PhaseStart(alliance) local turn = game.turn + 1 if alliance.id == 2 then if turn == 2 then SetWarEffort(2, 80) SetWarEffort(3, 79) end if turn == 3 then SetWarEffort(2, 85) SetWarEffort(3, 83) end if turn == 4 then SetWarEffort(2, 90) SetWarEffort(3, 87) end if turn == 5 then SetWarEffort(2, 95) SetWarEffort(3, 90) end if turn == 6 then SetWarEffort(2, 100) SetWarEffort(3, 93) SetWarEffort(5, 77) end if turn == 7 then SetWarEffort(3, 96) SetWarEffort(5, 79) end if turn == 8 then SetWarEffort(3, 100) SetWarEffort(5, 81) end if turn == 9 then SetWarEffort(5, 83) end if turn == 10 then SetWarEffort(5, 85) end if turn == 11 then SetWarEffort(5, 87) end if turn == 12 then SetWarEffort(5, 89) end if turn == 13 then SetWarEffort(5, 91) end if turn == 14 then SetWarEffort(5, 93) end if turn == 15 then SetWarEffort(5, 95) end if turn == 16 then SetWarEffort(5, 97) end if turn == 17 then SetWarEffort(5, 100) end end end INITIAL WAR BUILD UP FOR France,Britain,Germany,Austria,Russia,Turkey. SetWarEffort(0, 75) SetWarEffort(1, 75) SetWarEffort(2, 75) SetWarEffort(3, 75) SetWarEffort(4, 75) SetWarEffort(5, 75) INCREMENTAL WAR BUILD UP FOR France,Britain & Russia. local turn = game.turn + 1 if alliance.id == 1 then if turn == 2 then SetWarEffort(0, 78) SetWarEffort(1, 80) SetWarEffort(4, 77) end if turn == 4 then SetWarEffort(0, 82) SetWarEffort(1, 85) SetWarEffort(4, 79) end if turn == 6 then SetWarEffort(0, 86) SetWarEffort(1, 90) SetWarEffort(4, 81) end if turn == 8 then SetWarEffort(0, 90) SetWarEffort(1, 95) SetWarEffort(4, 83) end if turn == 10 then SetWarEffort(0, 94) SetWarEffort(1, 100) SetWarEffort(4, 85) end if turn == 12 then SetWarEffort(0, 98) SetWarEffort(4, 87) end if turn == 14 then SetWarEffort(0, 100) SetWarEffort(4, 89) end if turn == 16 then SetWarEffort(4, 91) end if turn == 18 then SetWarEffort(4, 93) end if turn == 20 then SetWarEffort(4, 95) end if turn == 22 then SetWarEffort(4, 97) end if turn == 24 then SetWarEffort(4, 100) end end end As yet I have not tested this theory out in game, because it just might cause a major crash, but I have made a backup,so I will put it to the test later today,fingers crossed it should work, I think [:D]
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