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  1. #1
    alpaca's Avatar Harbinger of saliva
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    Default Resistance after region conquest?

    I was looking through the main.pack but I couldn't find a setting for this. Did anybody see this modifier yet?

    No thing is everything. Every thing is nothing.

  2. #2
    Ketzerfreund's Avatar Domesticus
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    Default Re: Resistance after region conquest?

    The only values regarding happiness at all that I've found so far were in campaign_variables; maybe one of those values (like happiness_war_region_lost) governs their named values as well as the resistance value...?

    Will have to test that...
    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  3. #3
    alpaca's Avatar Harbinger of saliva
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    Default Re: Resistance after region conquest?

    Quote Originally Posted by Ketzerfreund View Post
    The only values regarding happiness at all that I've found so far were in campaign_variables; maybe one of those values (like happiness_war_region_lost) governs their named values as well as the resistance value...?

    Will have to test that...
    Good idea, I'll have a look.

    No thing is everything. Every thing is nothing.

  4. #4
    Ketzerfreund's Avatar Domesticus
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    Default Re: Resistance after region conquest?

    Well, it's not happiness_war_region_lost; tried that already. MAybe one of the others.

    Generally looking at campaign_variables, I noticed the state gift multiplier values... The decimal and the "quadratic" number (the latter of which I can't interpret)... If there are numbers in the "campvars" that have multiple uses, that state gift multiplier, if used for determining how fast the impact of the state gift deteriorates, may also be used in determining how fast the nations around you cope with your expansionism...

    "Campvars" offers a lot.
    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  5. #5
    alpaca's Avatar Harbinger of saliva
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    Default Re: Resistance after region conquest?

    Quote Originally Posted by Ketzerfreund View Post
    Well, it's not happiness_war_region_lost; tried that already. MAybe one of the others.

    Generally looking at campaign_variables, I noticed the state gift multiplier values... The decimal and the "quadratic" number (the latter of which I can't interpret)... If there are numbers in the "campvars" that have multiple uses, that state gift multiplier, if used for determining how fast the impact of the state gift deteriorates, may also be used in determining how fast the nations around you cope with your expansionism...

    "Campvars" offers a lot.
    Well I guess the diplo result for trade gifts should be something like a*x+b*x^2 where a is the linear, b the quadratic multiplier and x is the value. Thing is it's apparently bugged and they all have 100

    No thing is everything. Every thing is nothing.

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