George Geczy wrote:
[*] New Scripted Events (Change Loyalty, Change Efficiency, Garrisons)
What are the events that change loyalty, please?
By the way, I had "beta" checked for SR1936 on steam and couldn't update game before I unchecked beta. Just informing others and letting developers know perhaps beta should be deactivated.
Also you might want to post the changelog on steam as well.
George Geczy wrote:
[*] New Scripted Events (Change Loyalty, Change Efficiency, Garrisons)
What are the events that change loyalty, please?
By the way, I had "beta" checked for SR1936 on steam and couldn't update game before I unchecked beta. Just informing others and letting developers know perhaps beta should be deactivated.
Also you might want to post the changelog on steam as well.
Why did you have "beta" checked? Or are you implying that that option is checked by default?
"If everyone is thinking alike, someone isn't thinking." - General George Patton Jr
number47 wrote:I see some nice things here...good work!
*still no SUT though
Indeed, I'm glad they managed to fix the lockups with facility placement and have hopefully got the victory complete condition working. Guess its time to start a new game in the 36 scenario.
My SR:U Model Project, get the latest and post suggestions here:
Kristijonas wrote:...What are the events that change loyalty, please?...
I'll have to get this data to the Wiki at some point, but here's a raw data dump;
71
Garrison Add/Remove
Email/News # (optional)
i0: # to add/sub (-8 / 8 to zero/max)
+10 to force active (-18/+18)
i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location
i3: Map y-location
Add or Remove Garrisons to all facilities in specified hex/bz/th/all, for Region.
Use -8 to remove all, +8 to maximize.
Add 10 to make immediate (not build up)
72
Change hex loyalty
Change Loyalty of Hex(s) to otherdbregion if owned by dbregion.. If hex isn't dbregion then ignored.
If dbregion is 0, always set to otherdbregion
If both are 0, then set loyalty to owner of hex.
73
Change Efficiency
ix: 1=Set fx as ABSOLUTE value (otherwise just adjust +/- in float values)
f0: Target Military Efficiency Value
f1: Target Military Morale Value
f2: Military Intel Efficiency
f3: Military CounterIntel Efficiency
74
Adjust Units
i0: Unit Equip ID to affect, 0 for all
i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location
i3: Map y-location
f0: Adjust Efficiency +/-
f1: Adjust Morale +/-
f2: Adjust Experience +/-
Adjust Unit specs in specified hex/bz/th/all for Region
Affects active/reserve/construction
I'm sorry, I still don't understand
By the way I have noticed it is now possible to annex puppet colonies without having to break alliance and declare war. This is especially good when I'm playing as Lithuania and want Memel inside of me. (Interesting note: The moment I annexed Memel, my UN status changed from satisfying to delighted, subsidy rate jumped from 0 to 2% and relations with Poland increased. I haven't checked relations changes with others countries, just used Poland to see if there will be any changes.)
• Amphibious units will now use Amphibious-landing Merchant Marines
This should help the AI in actually performing invasions (assuming its building amphibious capable units).
The plans are still in the works for a full naval ai (re)write though, right?
But I don't need any help with modding, I'm just interested to understand what exactly was changed regarding the 'loyalty system' and 'loyalty penalties' with the new update. Didn't mean to imply something is wrong.