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Suggestion: tweaks for strategic map[message #352253] Thu, 01 February 2018 10:15 Go to next message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
Hello!
I fancy to do 2 things right away. To try new concept of catching recruits for militia i.e. their presence at certain territories and to fix current unlucky un/chosen ones (which I found only 1 for now).
Here you are, example map:
http://my-files.ru/Get/ygbolr/MAP.png/thumb400.jpg
Explanations:
- military bases such as SAM-sites - restricted and consequently very deserted land. (That is MAIN PART of new concept)
- mines & oil rigs - this work is very dangerous and has no mercy for the most brave and carefree earth resource hunters. Additionally first rebellion took many, new queen took almost all healthy out of residual. If you want to give these facilities faint chance to produce at least something you wouldn't definitely take the LAST of them to be squashed down in the first counterattack from your pushy adversary. (That is SECONDARY PART of new concept)

Relating to strategic map I noted it to be good to add the second starting airport at C-1 for the second alternative start with BobbyRay's supply. If possible...
Wait for your opinions ladies and gentlemen! And from mod team also verdict on tech side - how would it be burdensome if possible?
And one question: how can I move militia in this mod except by "Radio Operator-call reinforcement" method?

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Re: Suggestion: tweaks for strategic map[message #362583 is a reply to message #352253] Thu, 04 March 2021 22:52 Go to previous message
luk3Z is currently offline luk3Z

 
Messages:68
Registered:December 2006
Location: Metavira
My suggestions:

;------------------------------------------------------------------------------------------------------------------------------
; Enemy army composition
;
; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign.
;------------------------------------------------------------------------------------------------------------------------------

; Percentage of troops that are actually placed on the map at the start of the game.
; 100 = All "default" troops are placed.
; 200 = Twice as many troops are placed.
INITIAL_GARRISON_PERCENTAGES_NOVICE 		= 100
INITIAL_GARRISON_PERCENTAGES_EXPERIENCED 	= 100
INITIAL_GARRISON_PERCENTAGES_EXPERT 		= 150
INITIAL_GARRISON_PERCENTAGES_INSANE 		= 200

Why not make INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 125 ?

; Percent of troops converted to extra elites in enemy groups
PERCENT_EXTRA_ELITES_EXPERIENCED = 0
PERCENT_EXTRA_ELITES_EXPERT = 25
PERCENT_EXTRA_ELITES_INSANE = 50

And this PERCENT_EXTRA_ELITES_EXPERIENCED = 10.

[Updated on: Thu, 04 March 2021 22:52]

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