W.Barksdale wrote:As far as I can tell, Occupier, Hated Occupant, Good Population Administrator, etc. most are all still bugged. I posted these several times but I guess they slipped by everyone. They will need to be patched in a mod when someone gathers enough interest...and time :P
lodilefty wrote:Documentation of parameters is at:
http://www.ageod-forum.com/showthread.php?p=97624#post97624
About the cost reduction, it is impacted on each travel time between 2 regions, so if the cost is 1 or 2 days, a -25% cost can perhaps result, because of rounding, to the same value. And a cost can never be under 1 day anyway.
mikee64 wrote:I still believe the Seaman trait is broken as well. Here is Pocus' initial reply when I first reported this:
I went back and did some testing after this. Below are 2 screenshots showing that even when travel between regions is 4 or more days, there is still no reduction in travel time with a Seaman leader present:
Travel time above is 4 days between regions without Semmes; adding Semmes should give 25% reduction or reduce to 3 days if working, correct?
Here is another one, travel time from Eastern Seaboard to the Blockade box is 14 days. Adding Buchanan to the fleet does not reduce travel time at all:
UID = 26
Name = $abi_nam_Seaman
Alias = Seaman
Kind = $abiMoveBonus
Text = $abi_txt_Seaman
ImageID = abi_seaman.png
Color = $colAbi_Green
Appliance = Leader
Family = 0
Level = 1
Param0 = 25
UID = 16
Name = $abi_nam_Seaman
Alias = Seaman
Kind = $abiMoveBonus
Text = $abi_txt_Seaman
ImageID = abi_seaman.png
Color = $colAbi_Green
Appliance = Leader
Family = 0
Level = 1
Param0 = 25
[color="red"]ListParams0 = $FreezeShallow|$NoFreezeShallow|$FreezeOcean|$NoFreezeOcean|$MajorRiver|$Coastal[/color]
ListParams0 = $Ocean|$Sea|$Lake|$Shallow|$Coastal
ListParams0 = $FreezeShallow|$NoFreezeShallow|$FreezeOcean|$NoFr eezeOcean|$MajorRiver|$Coastal
Gray_Lensman wrote:How about 5 for starters:
1. UnitSkirmisher - You yourself informed me months ago that there was something in the code that prevented it from working with individual elements. It does work as a Leader attribute however.
2. NoCapture - has never worked properly as per original design request.
From W. Barksdale's post above (which I have no reason to doubt):
3. Occupier
4. Hated Occupant
5. Good Population Administrator
lodilefty wrote:More snooping:
In AACW, with the revised ListParam0, it appears that Seaman has little or no effect.
However:
- I was only testing "Palmer, with Frigates etc." in Ocean, Shallow and Coastal waters, where the Clear Movement is only 1 anyway [and so no effect can be seen]
- There does not appear to be any benefit when moving via the 'Transition Links' to/from the Shipping/Blockade boxes. I tried several 'names' for the LongTransitionLink, with no improvement.
So, can't really be sure yet about the ability in AACW, but there is definitely a need to clarify how to define the 'Transition Links' to be added to the ability. This would be useful in WIA as well.....![]()
Pocus wrote:In this case this is normal, as you have not added the transition links in the list of terrains, unless you are telling me you added them but this is still not working, in this case there is a bug!
Pocus wrote:be sure to have that in the terrainsTypes.ini alias file:
$TransitionLink = 22
$MinorFerry = 24
$MajorFerry 25
$LongTransitLink = 27
$VLongTransitLink = 28
Pocus wrote:be sure to have that in the terrainsTypes.ini alias file:
$TransitionLink = 22
$MinorFerry = 24
$MajorFerry 25
$LongTransitLink = 27
$VLongTransitLink = 28
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