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How to mod manpower available?

Posted: Tue Aug 28, 2007 2:25 pm
by Jagger
I was trying to locate the parameters for adjusting manpower provided during "call for volunteers" and "draft/mobilization".

I went through every available database plus the scenario files. There was one database spreadsheet dealing with game options which touched on costs for draft/mobization/volunteers but didn't cover manpower provided.

So I have I just missed the information? If so, can someone point me in the right direction.

If not available, Pocus, any possibility you could make the data available for modding?

Posted: Tue Aug 28, 2007 3:23 pm
by Clovis
Jagger wrote:I was trying to locate the parameters for adjusting manpower provided during "call for volunteers" and "draft/mobilization".

I went through every available database plus the scenario files. There was one database spreadsheet dealing with game options which touched on costs for draft/mobization/volunteers but didn't cover manpower provided.

So I have I just missed the information? If so, can someone point me in the right direction.

If not available, Pocus, any possibility you could make the data available for modding?


I figure manpower is ruled by a formula based on cities size, National Moral.

in the scenario file the string for one the options is:

1&12&mdl_CSA_Mil5.png&strPaidVolunteersTitle&strPaidVolunteers&strPaidVolunteersTool&5&0&0&2&0&1&0&0&0&0&0&&&&


the first 1 and 12 determines frequence of the option, the last 5, 2 and 1 are yet to explain...

Posted: Tue Aug 28, 2007 3:35 pm
by Pocus
spot on Clovis. The options you see in the ledger are parametized (sp?) in the scenarios, not in the database.

See
AACW_inc_CMN_GameOptions05.xls for more details on the options available initially (grouped into an include which is used when you build a scenario). The late game options are triggered by events, so are in the events files.

You will see in the said XLS:

$gmaFreeVolunteers|MaxUse|1|ResetFreq|12|ImageID|mdl_CSA_Mil5.png|Title|strFreeVolunteersTitle|MsgString|strFreeVolunteers|ToolString|strFreeVolunteersTool|Param1|-40

Which is much more readable compared to the export that Clovis list (the export is the final step, but you should always work with the XLS which are more user friendly).

The -40 parameter is the modifier to the formula, morale-based used for the option. The lower the number, the less men you get, and the more morale-sensitive the formula is.

Posted: Tue Aug 28, 2007 4:10 pm
by Clovis
Is it possible to disable an option during game by events?

Posted: Thu Aug 30, 2007 8:30 am
by Pocus
yes, set MaxUse to 0

Posted: Sat Oct 20, 2007 3:54 am
by Jagger
Ok, I was playing around with the modifier values for Volunteers/draft manpower in the GameOptions file within the Includes folder.

I noticed the April 61 scenario calls up the GameOptions file. So I assume my modifier changes within the GameOptions file should automatically apply to the scenarios without any changes by me to the scenarios.

Yet after making the manpower modifier changes, I restarted the game and checked the April 61 and 62 scenarios. I also ran a few turns. The volunteer and draft manpower did not change at all from the original values.

Am I missing a step beyond changing the draft/volunteer manpower modifiers and saving the GameOptions file?

Posted: Sat Oct 20, 2007 8:11 am
by Pocus
yes, there is a common misunderstanding about includes files. They are only used when a scenario are created, if called by the setup.

If called by an event, they are used dynamically, as the event file is reread every turn.

An include is just a way to classify easily the various data used at setup, so if you change something in them, you have to recreate the scenario.