![]() Now in the Battle Tab, next to the Start of Battle number of soldiers, there is now an information icon that allows you to see how the size of the battle is being determined.Īdditionally, we have included a tracker for the amount of men that have become Demoralized in battle and are no longer able to participate in the battle.įinally the last change we have added to the battles is that the number of troops will no longer sporadically jump up from barracks hiring new soldiers. Swapping out Artillery, Reconnaissance or Specialist Companies will not reset the primary modifier like it did previously.Īnother change we did was to the amount of information given to the player when there is an ongoing battle. If you swap out both a primary and secondary Production Method at the same time, it will combine to a 100%. This modifier is only a 20% reduction in the offense and defense of your units. The modifier has been increased from 75% to 80%, however there is now a second modifier for all the secondary Production method groups. Let's start with the changes to the Equipment Adjustment Modifier for military buildings when switching Production methods. These are the changes to the Equipment Adjustment modifier for military buildings, better information regarding selection of units and stopping reinforcements from joining during active battles. Misc Quality of LifeIt’s time to move on to the Quality of Life changes. If no Strategic Objective is placed then it will default to the closest Wargoal. The group of provinces will be selected based on whether you have a strategic objective for a front or not. When choosing a battle location, a handful of the nearest province will be picked out and then the battle will be selected to take place at one of them. We added a way to check the distance to either the Strategic Objective or the Wargoals. For this we have implemented additional checks and Strategic Objectives, which we will talk about later. The final big change is the province selection. Increase the side with the most battalions by a random value proportional to their relative numeric advantage.Cap by a force limit determined by the battle province's infrastructure and combat width.Subtract a random number of battalions proportional to the length of the front.Start with the total number of battalions on the front.We have now revamped the script to now make it so these checks feel more impactful for having more troops.Īfter the province is selected, the script will go through the following checks to determine the size of the battle: ![]() These were the main determining factors for bringing more troops to a battle. After that, it would compare the average offensive and defensive values of both sides. The size of battles used to be determined mainly by the infrastructure of a state. If one general has more modern troops as their base PM then that general and thus those units will also have a higher chance of being selected for the battle. The troops under the command of the general are also taken into account. This will make it less likely that a general with the Expert Defensive Strategist Trait will lead an offensive battle while your Experienced Offensive Planner Trait general is left behind twiddling his thumbs. Generals that have specialized defensive or offensive traits now have an increased chance of being selected. The goal with this is to remove as much randomness as possible when it comes to: which general is picked to lead the battle, the amount of troops being allocated to said battle, and selection of the provinces when the battle is to take place.įirstly, when it comes to the selection of generals (as previously brought up in the Game Jam Part 1 dev diary) there are now more factors in consideration for selecting the general who will lead the battle when the advancement bar goes up. Command Script ChangesOne of the biggest quality of life changes made was the amount of changes to the commander script. ![]()
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