Kaoru
Private
Posts: 24
Joined: Sun Nov 09, 2008 3:39 am

Functional Promotion Problems

Tue Nov 11, 2008 8:58 pm

Two related questions, here. First - echoing part of the work of the as-yet-unifinished Leader Mod that allows all generals to be promoted to level 3 - I've been working to add a few 'promotable' options on my own time. Now, I figured out how to do this pretty simply, and it appears to work...only, after I promote the general in question, he doesn't gain an extra star - in other words, he advances to the next unit and model as he should, but he remains a two-star general. (I'm using a two-star, in this case, for this test, but the principle should be the same for one-or-three-star generals, right?)

Here's the code I'm using. My new general-promotion has a UID of 1301, and a .MDL number of 1001. This is from the Evasion line, on down, from the standard McCook2 file. For reference: The maxrank = 4 part is because I'm trying to see if I can get a general promotable to four-stars, even if it's just cosmetic. I'd like to do that for Lee and Grant, rather than relying on events.

Code: Select all

TechUpg = $ldr_USA_MCCook3
CapturePerc = 0
IsSupport = 1
SupplyUsage = 0
SupplyStore = 0
AmmoUsage = 0
AmmoStore = 0
ShareSupply = 1
SupHitPen = 0
SupMovePen = 0
SupCbtPen = 0
Ability0 = $Indian_Fighter
VPValue = 6
POLValue = 6
BuildRate = 100
LeaderRank = 2
Seniority = 25
MaxRank = 4
Title = General
LandLeader = 1
Promotable = Yes

Here's the file it feeds into, with the UID and .MDL specified earlier.

Code: Select all

Ability0 = $Indian_Fighter
Ability1 = $Training_Officer
VPValue = 7
POLValue = 6
BuildRate = 100
LeaderRank = 3
Seniority = 23
MaxRank = 4
Title = General
LandLeader = 1
Promotable = Yes


So: Where am I going wrong? And is there anything else I can provide that'd help you, to help me? Just to recap: I am sure that McCook is promoting properly, it merely isn't displaying his three-stars when he gets his three-star rank. Does that need to be specified somewhere, or...? Anyhow, that's all, I'm just curious as to what's bad in the above code!

P.S.: What are the maximum and minimum stats (For strategic, offensive & defensive skill) for leaders? Can this be altered, anywhere? Also: Does what you put under the "Title" line have any effect beyond altering a general's prefix? Like, say, if I wanted to include a few notable Colonels and maybe a far-west constabulary Marshal, and put their titles, there, would it mess up their promotions, or anything else? Oh: And can brand-new, user-created generals advance beyond the two-star rank, or only generals with pictures, etcetera?

Yeah, lots of questions about Generals, but there you have it! Thanks in advance for any assistance!
~Kaoru

User avatar
Primasprit
Posts: 1614
Joined: Mon Jun 19, 2006 7:44 pm
Location: Germany

Tue Nov 11, 2008 10:36 pm

Hi Kaoru!

So: Where am I going wrong? And is there anything else I can provide that'd help you, to help me? Just to recap: I am sure that McCook is promoting properly, it merely isn't displaying his three-stars when he gets his three-star rank. Does that need to be specified somewhere, or...? Anyhow, that's all, I'm just curious as to what's bad in the above code!
Don't forget to change his star-symbol when creating a new model:

Code: Select all

SubType = $Regular
Family = $famLeader
[I]ImageID = symbol_general_[B]3[/B].png[/I]
Color = $colCSARegular
Portrait = Unit_CSA_RERodes.png
P.S.: What are the maximum and minimum stats (For strategic, offensive & defensive skill) for leaders?
From 0 to 7.

Does what you put under the "Title" line have any effect beyond altering a general's prefix? Like, say, if I wanted to include a few notable Colonels and maybe a far-west constabulary Marshal, and put their titles, there, would it mess up their promotions, or anything else?
You can safely set it to whatever you want. (I think. ;) )

Oh: And can brand-new, user-created generals advance beyond the two-star rank, or only generals with pictures, etcetera?
We do create the generals the same way you do, so no special limits for modders. :)

Cheers
Norbert

Kaoru
Private
Posts: 24
Joined: Sun Nov 09, 2008 3:39 am

Wed Nov 12, 2008 12:09 am

Primasprit wrote:Hi Kaoru!

Don't forget to change his star-symbol when creating a new model:

Code: Select all

Oooh, code!

A great deal of helpful information was squeezed in here.


Cheers
Norbert

Sweet! Yeah, that star-symbol was what I had managed to miss. Geez, I feel embarrassed, now! Hee. And thanks for all of the other information! That'll come in very handy! That about wraps it up for my questions on generals, much appreciation!
~Kaoru

User avatar
Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Thu Nov 13, 2008 6:41 pm

If you like, I think I still have all the base files I used on my desktop at home so you could go from the point I stopped at. Might save you some time.
Official Queen's Ambassador to the South
[SIGPIC][/SIGPIC]

Kaoru
Private
Posts: 24
Joined: Sun Nov 09, 2008 3:39 am

Fri Nov 14, 2008 11:11 pm

Spharv2 wrote:If you like, I think I still have all the base files I used on my desktop at home so you could go from the point I stopped at. Might save you some time.


That sounds like a pretty neat idea to me. Your mod was just altering promotability, right? No stat modifications beyond inventing new ones for promoted generals? I only ask because I'm rather fond of the vanilla stats, right now. Luckily, I only have about twelve new models and twenty new units made, so far, so I should be able to pretty easily just bump my stuff up while incorporating yours.

In other words, that would be awesome and I'd dearly love to get my hands on those files. :D

P.S.: I heard Dixiecrat was doing something-or-other with your mod. What was that about, out of curiosity?

User avatar
Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Wed Nov 19, 2008 7:40 pm

Sorry it took me so long to get back to you. Won't be able to get at my files until the weekend at the earliest, unfortunately.

No changes were made to stats at all. In the cases of generals who were previously limited to 1 or 2 star ranks, I simply used the ratings from their highest rank level and copied those into the elevated ranks. Eventually I planned to go in and do the research to modify them a bit, as much as I could historically, but health issues have pretty much de-railed that plan for the forseeable future.

I haven't heard anything about Dixicrat's work if he was using my mod. Would like to see some people take it and run with it though. I really think it improves the game, especially with random generals, so you don't always end up with the same top generals facing off against each other.
Official Queen's Ambassador to the South

[SIGPIC][/SIGPIC]

User avatar
Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Sat Nov 22, 2008 2:16 pm

Here are some of the base files I was working with, hope these help.
Attachments
Base.zip
(413.65 KiB) Downloaded 245 times
Official Queen's Ambassador to the South

[SIGPIC][/SIGPIC]

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Sat Nov 22, 2008 4:15 pm

deleted

Return to “AACW Mods”

Who is online

Users browsing this forum: No registered users and 5 guests