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Models File Questions
Posted: Wed Sep 19, 2007 10:21 pm
by McNaughton
I have a few questions.
1. For "ProgRate" (Determining the rate at which a unit gets experience), does a higher figure mean that a unit gains experience faster, or is lower better?
2. ROF (Rate of Fire). Is Rate of Fire a fixed number that always happens during ranged combat? For example, for unit with a ROF of 2, will they ALWAYS fire 2 times during ranged combat, or do other factors (such as weapon range) mean that they fire MORE or FEWER times in a ranged round?
3. Detect and Hide Values. Are these values determined cumulative (i.e., everything added to a total factor), or are they averaged (added then divided by the number of elements), or is the best/worse value of the stack used? Or a totally different configuration?
Thanks!
Posted: Thu Sep 20, 2007 7:22 am
by Pocus
I will reply, but only if you log that in the wiki

1. this is the number of xp time (current level +1) that you need to get the next level. -1 = no progression possible.
2. this is fixed, except if you have a command penalty. In this case if you fail a roll, you get -1 to your ROF with a minimum of 1.
3. detect value is the best of the stack. hide value is the worst of the stack. patrol is the sum of the stack, evasion of a stack is the worst eva value of your units, which is the average of the eva value at the element level, for each unit.
Posted: Thu Sep 20, 2007 11:08 am
by McNaughton
Will do, once I figure out how to make a page there...
Thanks again for your help!
Posted: Mon Sep 24, 2007 12:18 am
by McNaughton
In regards to some events, I have seen the following...
TurnIndex 20|22|0|2|4|5
How does this affect the triggering of the event? Does it happen only on turns 0, 2, 4, 5, 20, and 22? Does this happen possibly on certain days of a turn? How exactly does this affect the event?
Posted: Mon Sep 24, 2007 7:31 am
by PhilThib
It means indeed that the event will be checked for on those indicated turns (and these only). Then all other conditions for the event shall be checked too (probability, various other conditions, etc...)
Posted: Mon Sep 24, 2007 8:59 am
by Pocus
precision this is the turn index during a given year. AACW is based on a 24 turn scheme a year, so turn index 0 is early january and 23 is late december.
Posted: Fri Sep 28, 2007 11:55 pm
by McNaughton
Thanks for the replies.
I am trying to create an event that is triggered if, and only if, the AI is in control of that particular faction. (i.e., the event will only fire if the AI is the CSA)
Also, I am looking for a command to have an event triggered if, and only if, the particular faction is in control of the player. (i.e., the event will only fire if the player is the CSA)
Thanks again!
Posted: Sat Sep 29, 2007 8:50 am
by Pocus
Have you put in the Wiki the past explainations I provided ( I have not checked). If yes, I can tell you how to do what you request

Posted: Sat Sep 29, 2007 12:33 pm
by McNaughton
Pocus wrote:Have you put in the Wiki the past explainations I provided ( I have not checked). If yes, I can tell you how to do what you request
Did it yesterday evening
http://ageod.nsen.ch/aacwwiki/Modding_units
Posted: Sat Sep 29, 2007 2:48 pm
by Pocus
CheckAILevel command, syntax is: CheckAILevel = AILevel
// AI Level
_aiHuman = 0;
_aiLvlEasy = 1;
_aiLvlNormal = 2;
_aiLvlHard = 3;
_aiLvlVHard = 4;
Posted: Sat Sep 29, 2007 3:03 pm
by McNaughton
Thank you!