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Thread: campaign_difficulty_handicap_effects doesn't seem to work?

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  1. #1
    Lonck's Avatar Centenarius
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    Default campaign_difficulty_handicap_effects doesn't seem to work?

    in patch.pack I did this
    Code:
    2    True    recruitment_points    5
    but I still had to recruit one troop every turn. Whats the deal?
    Last edited by Lonck; June 19, 2009 at 04:27 PM.

  2. #2
    alpaca's Avatar Harbinger of saliva
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    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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

    No thing is everything. Every thing is nothing.

  3. #3
    Lonck's Avatar Centenarius
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    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

  4. #4

    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

  5. #5

    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

  6. #6
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.
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  7. #7
    alpaca's Avatar Harbinger of saliva
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    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    Quote Originally Posted by Dogmeat View Post
    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.
    Who were you doing the changes for? If it's for the player, you need to use True and -2, if it's for the AI you need to use False and 2. This is what it was like for me since I tried it the first time.

    No thing is everything. Every thing is nothing.

  8. #8

    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

  9. #9
    alpaca's Avatar Harbinger of saliva
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    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    It's possible to add new effects I think but they won't do anything in the game and be purely visual.

    No idea whether they change an already started campaign or not.

    No thing is everything. Every thing is nothing.

  10. #10

    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

  11. #11
    alpaca's Avatar Harbinger of saliva
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    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

    No thing is everything. Every thing is nothing.

  12. #12

    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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.

  13. #13

    Default Re: campaign_difficulty_handicap_effects doesn't seem to work?

    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?

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