Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » New feature: ARC
Re: New feature: ARC[message #364298 is a reply to message #364295]
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Sat, 05 February 2022 18:53
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Mai Ti Miao |
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Messages:71
Registered:November 2018 |
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Thanks
So far i like it. I only did some brief testing until now, but i find the default stats mostly (*) very well balanced
(*) i think that the Merc Support is too high: could be lowered to 15% and then if players upgrade Supply Lines, so taht max town loyalty is at least 80%, Merc Support would still provide 24% at tier 2. Thats noticeably more than non-admin mercs provide (15%), almost the same as the lowest admin merc generates (25%) and then there are only 2 or 3 mercs that can generate more (Carp @40 and Speck @50, don't remember more)
Having that said...i will leave it as is: i rememeber that i was "camping" in cities for ages during my last playthroughs, to train mercs up and repair stuff and fuel the economy. Also, i generally dislike how 1.13 changed, so that you need a rather bigger amount of mercs to complete a lot of jobs (i am generally against "too much" micromanagement in games - though i understand that "too much" is a very flexible and biased term).
The current Merc Support setting will certainly help setting up HQ(s) and shorten the "camping" time
rftr wrote on Sat, 05 February 2022 04:50
4) This is something that I could look into. Whether it would stack with the ARC modifier or replace it is something I'll have a think about happy
I hadn't thought of that.
The idea was actually that the loyalty slowdown would be a separate setting for non-ARC playthroughs. As explained, when i enter cities, the loyalty of the first town sector is often way above 20-25%, in some cases even above 30% (playing on Expert difficulty, i find enough patrols around a town to rise loyalty a couple points).
Alma and Balime are always a bit lower, with Balime very often at less than 20% - but what to expect of regime supporters
rftr wrote on Sat, 05 February 2022 04:50
It should be possible to enable ARC mid-campaign (and it'll provide you with some supplies to boot so you're not behind!). What weirdness did you encounter when trying that?
Don't have the save anymore. IIRC:
- national overview, the button to upgrade Directives was missing, and Directives didn't provide any effect
- regional overview, all 6 Admin Actions were the Supply Route (and IIRC, the button to change Action 6 was missing)
I'm finally setting up for the playthrough
Just need to go through the ini file one more time to clean up all the settings i did for testing.
Edit
I just came across an interesting interaction between ARC and JA2:
; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
; control more mines and get more loyalty in the towns where the mines are.
If not raising Supply routes to 100%, you can stall game progress - this could help delay some events, if one so desires.
[Updated on: Sat, 05 February 2022 20:18] Report message to a moderator
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Corporal
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New feature: ARC
By: rftr on Sat, 21 August 2021 06:27
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Re: New feature: ARC
By: rftr on Thu, 02 September 2021 05:11
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Re: New feature: ARC
By: rftr on Sat, 23 October 2021 03:26
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sat, 05 February 2022 05:50
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sun, 06 February 2022 07:41
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Wed, 09 February 2022 00:53
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Mon, 14 February 2022 19:44
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sat, 19 February 2022 03:41
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Re: New feature: ARC
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Re: New feature: ARC
By: Shadooow on Sun, 20 February 2022 06:51
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Thu, 03 March 2022 09:49
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Mon, 07 November 2022 10:40
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