lodilefty wrote:Effects of Experience are regulated by the parameters found in \Settings\GameLogic.opt:
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Cohesion max is affected by several Leader Abilities as well..
Meister, These parameters are poorly described to the extreme.
Firstly, that is understood what is being talked about, Xp are the eXperience-points you see in the Experience Detail Tool-Tip of an element's Unit Display. The Experience Level (EL) is denoted in the number of stars on the elements Unit Display. An element without any stars has EL 0.
The only way I've been able to interpret the most of these parameters to any degree is by comparing with a number of elements at different ELs.
- expMaxLevel = 1000
I assume that this is the maximum number of Xp that an element can have; all purchased elements start at 0, some event generated elements are allocated Xp at their creation.
- expProgCoeff = 100 // Prog Rate overall modifier in %
- expXpGainCoeff = 100 // Xp gain overall modifier in %
Coefficients of 100 are inconsequential as they result in no change. 100/100 = 1 * x = x
- expXpGainCoeffLeaderKill = 10 // Leaders get 10% of their subordinate SU xp gain
- expXpGainCoeffLeaderDie = 5 // Leaders lose 5% of their subordinate SU xp worth loss
Deals with leaders gaining and losing Xp depending on Sub-Units actions.
- expXPGainWhenHittingH = 50 // this value of xp when hitting an enemy
Deals with the actual gain of the Xp, but not their affect on leveling-up.
- expChancePerXPLevelTrain = 2 // % chance per turn per level to switch to TrainUpg
So all elements, I assume if the have a TechUpg parameter, have a 2% chance of upgrading automatically without an explicit event.
- expXPLevelUpgRetainPerc = 75 // % xp kept when TrainUpg/TechUpg
And if the upgrade they retain 75% of their Xp. From experience with other events, I assume that this does not count for units upgraded by event, but that's just a guess.
- expReplChanceSpendTechUpg = 50 // chance to spend a rpl when TechUpg
It appears that there is a 50% chance of a TechUpgrade costing a replacement point.
- expAutoGainXPChance = 5 // % chance per turn to gain 1 xp
Elements have a 5% chance of randomly gaining an Xp.
- expAutoGainXPMaxLevel = 1 // max level that can be reached with autogain (VGN = 4)
If an element gains enough Xp through 'autogain' it can still only Level-Up to a maximum of L1.
The rest of the parameters deal with which traits are changed at what Xp level. These parameters insinuate that traits might Level-Up without the element as a whole Leveling-Up (gaining a Level-Star).
Lets look first at when Leveling-Up takes place.
This is so totally inadequately described though the parameter comments. Each EL has it's own Prog Rate, which is the previous ProgRate + the base ProgRate (in the model) * the next Level-Number.
I can't think up a clever formula to represent this cleanly, but I've looked at units with a ProgRate of 10 (most infantry models) and have seen the following at Levels-0 though -4 (At L4 the Xp necessary to reach Level 5 are listed in the Tool-Tip etc.).
Most infantry models have a ProgRate parameter of 10. This defines the basis of Xp for when elements Level-Up.
- @ L0 to reach L1 : 10 Xp (the same as the ProgRate)
- @ L1 to reach L2 : 30 Xp (an increase of 20 = ProgRate (10) * L# (2) )
- @ L2 to reach L3 : 60 Xp (an increase of 30 = ProgRate (10) * L# (3) )
- @ L3 to reach L4 : 100 Xp (an increase of 40 = ProgRate (10) * L# (4) )
- @ L4 to reach L5 : 150 Xp (an increase of 50 = ProgRate (10) * L# (5) )
- @ L5 to reach L6 : 210 Xp (an increase of [color="#0000FF"]60[/color] = ProgRate (10) * L# (6) )
- @ L6 to reach L7 : 280 Xp (an increase of [color="#0000FF"]70[/color] = ProgRate (10) * L# (7) )
- @ L7 to reach L8 : 360 Xp (an increase of [color="#0000FF"]80[/color] = ProgRate (10) * L# (8) )
- @ L8 to reach L9 : 450 Xp (an increase of [color="#0000FF"]90[/color] = ProgRate (10) * L# (9) )
- @ L9 to reach L10 : 550 Xp (an increase of [color="#0000FF"]100[/color] = ProgRate (10) * L# (10) )
- @ L10 to reach L11 : 660 Xp (an increase of [color="#0000FF"]110[/color] = ProgRate (10) * L# (11) )
Cavalry has a ProgRate of 5 so the EL increases can be far greater:
- @ L0 to reach L1 : 5 Xp (the same as the ProgRate)
- @ L1 to reach L2 : 15 Xp (an increase of 10 = ProgRate (5) * L# (2) )
- @ L2 to reach L3 : 30 Xp (an increase of 15 = ProgRate (5) * L# (3) )
- @ L3 to reach L4 : 50 Xp (an increase of 20 = ProgRate (5) * L# (4) )
- @ L4 to reach L5 : 75 Xp (an increase of 25 = ProgRate (5) * L# (5) )
- @ L5 to reach L6 : 105 Xp (an increase of 30 = ProgRate (5) * L# (6) )
- @ L6 to reach L7 : 140 Xp (an increase of 35 = ProgRate (5) * L# (7) )
- @ L7 to reach L8 : 180 Xp (an increase of 40 = ProgRate (5) * L# (8) )
- @ L8 to reach L9 : 225 Xp (an increase of 45 = ProgRate (5) * L# (9) )
- @ L9 to reach L10 : 275 Xp (an increase of 50 = ProgRate (5) * L# (10) )
- @ L10 to reach L11 : 330 Xp (an increase of 55 = ProgRate (5) * L# (11) )
But this all deals only with the EL Leveling-Up, and we've seen that this is not 1-1 synchronous with the element's traits actually Leveling-Up. The following parameters seem to modify the actual number of Xp needed for element traits to actually Level-Up.
- expGainPtsOffFire = 50 // gain in hundredth of points to a given stat. Rounding to 1 starts at 0.50
- expGainPtsDefFire = 50
- expGainPtsInit = 25
- expGainPtsRange = 10 // VGN is 0
- expGainPtsROF = 10 // means first bonus is at level 11
- expGainPtsDisc = 35
- expGainPtsAslt = 65
- expGainPtsPolice = 100
- expGainPtsPatrol = 100
- expGainPtsEvade = 100
- expGainPtsCoh = 5 //3 for VGN
- expGainPtsDetect = 7
- expGainPtsHide = 7
- expGainPtsAirRec = 50
- expGainPtsAirCbt = 100
- expGainPtsAirBmb = 100
Again as with expProgCoeff and expXpGainCoeff the coefficients with 100 have no effect and the trait will Level-Up with the EL rating of the element.
If this works the way I understand it, these coefficients modify the Effective-Xp of an element. So an element with ProgRate 5 and 5Xp will Level-Up to L1, but for Leveling-Up its Off- and DefFire traits the points are multiplied by 50 hundredths (50%) making them only 2.5Xp (rounded up at the 0.5) = 3 Xp in value for determining if Off- or DefFire values increase. So actually at 9Xp [9 * 50 / 100 = 4.5 (rounded up) = 5 Effectiv-Xp would such an element actually gain in Def-/OffFire.
This is assuming that an element is checked each time it gains Xp and not only when its EL actually Levels-Up.The comment on expGainPtsROF "// means first bonus is at level 11" I cannot understand. Since the number of Xp needed for each Leveling-Up increases with each Level, an infantry element with a ProgRate of 10 will need 660 Xp to reach L11. But 660 / 10 = 66 Effective-Xp, which, looking at the above table, would be equivalent to reaching L3 with 5 Xp left over, and that contradicts the comment greatly.
Also looking the the 2 model 2 Sharpshooters (the 2 on the right) from post #13, this is how their traits compare (the L2 SS has 49 Xp according to it's Tool-Tip):
[table="width: 20, class: outer_border, align: left"]
[tr]
[td][/td]
[td]L0[/td]
[td]L2[/td]
[/tr]
[tr]
[td]OffFire[/td]
[td]9[/td]
[td]10[/td]
[/tr]
[tr]
[td]DefFire[/td]
[td]13[/td]
[td]14[/td]
[/tr]
[tr]
[td]Init[/td]
[td]10[/td]
[td]10[/td]
[/tr]
[tr]
[td]Range[/td]
[td]4[/td]
[td]4[/td]
[/tr]
[tr]
[td]RoF[/td]
[td]3[/td]
[td]3[/td]
[/tr]
[tr]
[td]Prot.[/td]
[td]2[/td]
[td]2[/td]
[/tr]
[tr]
[td]Discipline[/td]
[td]7[/td]
[td]8[/td]
[/tr]
[tr]
[td]Assault[/td]
[td]9/9[/td]
[td]11/11[/td]
[/tr]
[tr]
[td]Police[/td]
[td]2[/td]
[td]4[/td]
[/tr]
[tr]
[td]Patrol[/td]
[td]3[/td]
[td]5[/td]
[/tr]
[tr]
[td]Evade[/td]
[td]7[/td]
[td]9[/td]
[/tr]
[/table]
Interesting is that there is no modifier for Discipline. So Discipline should Level-Up each time the element's EL Levels-Up.
So if all the 'expGainPts' parameters are actually modifiers for an element's current Xp needed by their named traits for these to Level-Up, then
- The Wiki is now way, way off
- It doesn't explain why the Assault and Discipline values went up, when the expGainPtsAslt (65) and expGainPtsDisc (35), from my understanding, contradict this.
My brain hurts
EDIT: Corrected the increase of needed XP from level to level under:
"Most infantry models have a ProgRate parameter of 10. This defines the basis of Xp for when elements Level-Up."
Values marked in [color="#0000FF"]blue[/color] were all "50" and are now correct.