in patch.pack I did this
but I still had to recruit one troop every turn. Whats the deal?Code:2 True recruitment_points 5
in patch.pack I did this
but I still had to recruit one troop every turn. Whats the deal?Code:2 True recruitment_points 5
Last edited by Lonck; June 19, 2009 at 04:27 PM.
There's no difficulty level "2", they go from 1 to -2 for the player (corresponding to -1 to 2 for the AI)
Edit: 1 is easy, -2 is very hard in case you're wondering. I guess you already figured out that True in the second column means you're modifying the player bonuses while False means you're working on the AI bonuses
eh I didn't notice the -2 for some reason. I thought it went from -1 (E) to 2 (VH) so I kept modding 2s only. A mistake that I keep making when testing. Still a lil confusing. PFM's 'unknown' columns don't help.
Thanx Alpaca i was guessing this but your post save us all alot of time.
i was thinking 2 might be for RTI, tutorials etc,that or a test setting.
As Alpaca mentions True is for player False is for AI. but the -2 as very hard is proving wierd some of my changes dont stick
EDIT: i balls up, above is how it now looks to me since 1.3.
Last edited by Dogmeat; June 28, 2009 at 12:42 AM.
hmm well all you have to do is put the value to 0 to fix it.
Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
cant read?
yep i found the problem i was using an unacceptable effects mod variable. When it didnt trigger it made me think i had the difficulty levels all wrong.
The effects trigger i wanted was mod_happiness_industrial but there isnt any mod industrial effect![]()
happy_mod_religious_unrest is there as are all the lines to mod recruitment and such but no mod industrial happiness effect as far as i can find. Only the abilty to add a plus or minus value, not a mod multiplier that the mod line gives.
So the question now for me is can you create new effects lines in the effects_tables, create a mod happiness industrial line and then use it in the campaign difficulty settings?
EDIT:2nd question am I right in thinking that these campaign effects changes are only set when you start a campaign? Changing them mid campaign dosn't seem to register for me.
Last edited by Dogmeat; June 29, 2009 at 03:38 AM.
Sorry when i said effects i mean new Campaign variables to add to the Campaign difficulty settings, rather than graphics effects. My bad post wasn't that clear.
I wanted to make a mod multiplier industrial happiness line, something like mod_industrial_happiness_all, not sure if its possible.
There are similar for religious unrest, clamour etc but not for industrial unrest, so i wondered if you can create new ones. All the different lines used at moment are listed in the db/effects table/effects.
I understood what you meant, I meant that the effects would show up on the building details for example and I think you can give them an icon and a custom text but they won't do anything in the game.
gotch ya alpaca thanks.
strange that industrialization dosn't have a mod function, whe all the other unhappiness factors do. Also for me predicted industrialisation is always show incorrectly in the happiness column.
I suppose il have to wait till CA uses a trait that multiplies industrial unhappiness and copy the string then.
Guys, I'm confused:
So the corresponding integers for each difficulty level is:
Easy (-1)
Normal (0)
Hard (1)
Very Hard (2)
Legendary (3)
What about the negative values?