
Perhaps this is an irrelevant issue, but some time ago I realized that some sharpshooters have a discipline value of 7 and others have a 10. Does anyone know what is the reason?

Thank you in advance.

Captain_Orso wrote:The first one is a standalone-built Sharpshooter regiment from Pennsylvania, the second and third belong to brigades. Just guessing, but I would guess that the third is from one of the Pennsylvanian bought XXS brigades. If so I would guess that the second is from one of the event generated elite brigades.
If you tell me which brigades the second and third one come from I can look up model and see what it says.
...
Okay, never mind, the second comes from the Philadelphia Bde and is a model 2 sharpshooter (mdl_USA_Shp2). Both the first and third are model 1 (mdl_USA_Shp1) and basically the standard model sharpshooter.
The models do not have a Discipline parameter so I will have to assume that Discipline is an abstract of several other parameters. Which exactly I have no idea.
BTW since the 1st and 3rd are model 1 sharpshooters and their Unit Display parameters are still not identical their differences might be caused by the one being under-commanded and the other not.
Captain_Orso wrote:The models do not have a Discipline parameter so I will have to assume that Discipline is an abstract of several other parameters. Which exactly I have no idea.
Code: Select all
[color="#0000FF"]UID = 90[/color]
NationTag = USA
Name = Sharpshooters
[color="#0000FF"]Alias = mdl_USA_Shp1[/color]
ShortName = Sharpshooters
Text = $mdl_txt_USA_Shp
Kind = $Land
SubType = $Irregular
Family = $famSkirmisher
ImageID = symbol_sharpshooters.png
Color = $colUSARegular
[color="#0000FF"]Portrait = mdl_USA_Sharp1.png
OffFire = 8
DefFire = 12
Initiative = 9[/color]
Range = 4
ROF = 3
Protection = 2
[color="#0000FF"][U]TQ = 9[/U]
Assault = 8[/color]
Hits = 10
MenPerHit = 15
HorsesPerHit = 0
GunsPerHit = 0
[color="#0000FF"]Cohesion = 80[/color]
DmgDone = 1
[color="#0000FF"]CohDone = 10[/color]
AsltDmgDone = 1
AsltCohDone = 5
Move Type = $MedFoot
Move Ratio = 110
CohMove = 38
AtrMove = 2
BaseCohLoss = 8
BaseAttrition = 8
DetectLand = 4
DetectSea = 3
Blockade = 0
HideValue = 2
Weight = 1
ProgRate = 10
Police = 2
Patrol = 3
Evasion = 7
CapturePerc = 0
IsSupport = 0
SupplyUsage = 1
SupplyStore = 3
AmmoUsage = 1
AmmoStore = 3
ShareSupply = 1
SupHitPen = 15
SupMovePen = 15
SupCbtPen = 50
Ability0 = $Sharpshooter
VPValue = 2
POLValue = 0
MoneyCost = 10
Conscriptcost = 7
WarSupplyCost = 1
BuildRate = 50
CustomNames = $CT|...
Code: Select all
[color="#0000FF"]UID = 91[/color]
NationTag = USA
Name = Sharpshooters
[color="#0000FF"]Alias = mdl_USA_Shp2[/color]
ShortName = Sharpshooters
Text = $mdl_txt_USA_Shp
Kind = $Land
SubType = $Irregular
Family = $famSkirmisher
ImageID = symbol_sharpshooters.png
Color = $colUSARegular
[color="#0000FF"]Portrait = mdl_USA_Sharp2.png
OffFire = 9
DefFire = 13
Initiative = 10[/color]
Range = 4
ROF = 3
Protection = 2
[color="#0000FF"][U]TQ = 10[/U]
Assault = 9[/color]
Hits = 10
MenPerHit = 15
HorsesPerHit = 0
GunsPerHit = 0
[color="#0000FF"]Cohesion = 75[/color]
DmgDone = 1
[color="#0000FF"]CohDone = 11[/color]
AsltDmgDone = 1
AsltCohDone = 5
Move Type = $MedFoot
Move Ratio = 110
CohMove = 38
AtrMove = 2
BaseCohLoss = 8
BaseAttrition = 8
DetectLand = 4
DetectSea = 3
Blockade = 0
HideValue = 2
Weight = 1
ProgRate = 10
Police = 2
Patrol = 3
Evasion = 7
CapturePerc = 0
IsSupport = 0
SupplyUsage = 1
SupplyStore = 3
AmmoUsage = 1
AmmoStore = 3
ShareSupply = 1
SupHitPen = 15
SupMovePen = 15
SupCbtPen = 50
Ability0 = $Sharpshooter
VPValue = 2
POLValue = 0
MoneyCost = 10
Conscriptcost = 7
WarSupplyCost = 1
BuildRate = 50
CustomNames = $CT|...
Jim-NC wrote:Discipline is not the only difference. Offensive and Defensive fire as well as initiative, assault, and damage.
Ace wrote:There are two separate US sharpshooter models (with different Offensive and Defensive fire, Initiative, Assault and Damage), and everything is WAD except Discipline or TQ value.
Ace wrote:Captain Orso, have you noticed anything similar (differences between TQ model number and Discipline value) in other units. If you haven't, this could be a small bug with the US Sharpshooter model, either in graphical representation, or with the actual Discipline number.
Ethan wrote:I desagree with you. The Sharp model with 2 experience star should have improved the following values:
Offensive Fire: 10 (+1)
Defensive Fire: 14 (+1)
Initiative: 11 (+1)
Range: 4
Rate of Fire: 3
Protection: 2
Discipline: 11 (+1). I think its real value should be 10, instead of 7.
Assault: 10 (+1)
Police: 3 (+1)
Patrol: 4(+1)
Evade: 8(+1)
Source: Experience AACWWiki
// ***** EXPERIENCE POINTS ***** //added September 13, 2011
// =================================================================
expMaxLevel = 1000
expProgCoeff = 100 // Prog Rate overall modifier in %
expXpGainCoeff = 100 // Xp gain overall modifier in %
expXpGainCoeffLeaderKill = 10 // Leaders get 10% of their subordinate SU xp gain
expXpGainCoeffLeaderDie = 5 // Leaders lose 5% of their subordinate SU xp worth loss
expXPGainWhenHittingH = 50 // this value of xp when hitting an enemy
expChancePerXPLevelTrain = 2 // % chance per turn per level to switch to TrainUpg
expXPLevelUpgRetainPerc = 75 // % xp kept when TrainUpg/TechUpg
expReplChanceSpendTechUpg = 50 // chance to spend a rpl when TechUpg
expAutoGainXPChance = 5 // % chance per turn to gain 1 xp
expAutoGainXPMaxLevel = 1 // max level that can be reached with autogain (VGN = 4)
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
Captain_Orso wrote:Hola Ethan, they do increase; just not like described in the Wiki.
Since the lower unit has 2XP everything listed should have gone up 1 point. But all the attributes, which should only go up on every even numbered XP actually went up 2(!!) and the initiative, which increases on odd-numbered XPs, did not go up at all; and the Discipline still doesn't match to anything, but it did go up one.
lodilefty wrote:Cohesion max is affected by several Leader Abilities as well..
Ethan wrote:Hola Captain_Orso!
Sometimes, it's a little bit difficult to express what one wants to say when it must be said in another language that is not yours. I suppose you understand it, don't you?
That's what I meant with my previous post.![]()
This is very odd, since all attributes didn't improve as expected.
Okay, this is a recently built brigade from PA. Its cohesion value doesn't match to the model file (103 instead of 75).
This is a loose unit without leader.
lodilefty wrote:Effects of Experience are regulated by the parameters found in \Settings\GameLogic.opt:
8<
Cohesion max is affected by several Leader Abilities as well..
Ethan wrote:Well, this is the saved game file, Lodi.
Thank you very much for taking the time to check it.
Greetings!
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