I did some testing from your answer, and have a few more questions.
Some info about Upkeep cost.
I have added upkeep_cost_mod_category_infantry -25 to the farm level 1n un building_effect
When right clicking on farm, it says -25% to upkeep cost of infantries
If I put it in building effect, the cost is 99, same as if I don't add it --> No effect although it is displayed in the building inof windows.
If I had it to the factionwide table, then the upkeep cost is 24. Since I have 3 farms --> -75%, it works.
About name of create unit
For land units, you said the db is not used, but we can change it from the startpos. For each faction, we have a
- Land_Unit_Names_Allocator, inside
-- Land_Unit_Names_Map, inside
--- 22 x Land_units_Names_Map (one for each class), inside
---- Unit_Class_Name_Allocator, and for the class with names
----- Unit_Class_Name_List, with a list of possible names for the regiments (unit of this class).
How does it work for naval units? There we have
- Naval_Unit_Names_Allocator, inside
-- Unit_Class_Name_Allocator, and for the class with names
--- Unit_Class_Name_List, with a list of possible names for the regiments (unit of this class).
In other words, I have the impression we can have different names for each class of land units, but for naval units, it's one big list, not one list for each class.
Can you confirm?
Rebels and liberated allies
Asked before, TC answered, but it wasn't really my question. Can we control how many units of each type a faction will give you for free after you liberate it?
Unit class
You said earlier "Classes are also used in the AI to help it work out what units are good against others."
In what table is this AI help defined?
Unit quality
What is the effect of the cdir_unit_qualities table?
Unit voices
Sorry to bother you again with that, but it's very frustrating... Can you give us any help to make it works? Do we need a tool to compile the sounds after editing the XML and csv? It is something that you could release?
Unit ability
Question from me "I've seen a new Unit_Special_Ability table, not exposed in PFM yet. It contains things such as column_formation, loose_formation. Is it usable in NTW, or a left over from before?"
Your answer "Yes it is used in NTW".
Well, I tried adding "column_formation" in my "unit_to_unit_abilities_junctions_tables" to one unit. And I try a battle with this unit select, it crashes. So, is it working? What should we do it to make it work?
Marksmanhip
What is the effect of Marksmanship bonus in the projectile table? Answer : The base accuracy of a projectile.
Just to be sure: this is set to 0 for most projectile.
If I have an infantry unit with accuracy 35, and a musket with marksmanship 0.
Is that the same changbe to hit has a infantry unit with accuracy 0, and a musket with marksmanship 35?
Also, what is the "physics" behind the accuracy? If I have 35, does it mean 35% change to hit ?
Generals
Your answer : Generals unit is decided by culture of the faction and defined in the agent_culture_details table
I want to have faction specific general units (different stats). So if I want the generated general to be correct for France, I'd need to
- Make France a new subculture "France"
- Link this subculture to a new culture "France", in the "cultures_subcultures" tables, and then in "agent_culture_details", use the French_General unit ID for the Bodyguard unit column.
Correct?
Question: can we safely add subculture and culture?
It means duplicating entries (splitting European to France/Britain/Prussia, etc) in building_culture_variants, but it doesn't seem to be used somewhere else?
Also, can we control what portrait from ui\portraits is associated to each historical character?