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411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

People's Tactics/Scenario Editor/Engine Variable

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Engine Variables (only touch if you really know what you are doing) This is a list of all the engine variables available for change in the editor, in the order they appear. The variables are grouped into fifteen sections. One Grass Movement Cost for Land Unit Forest Movement Cost for Land Unit Urban Movement Cost for Land unit Sea Movement Cost for Land unit Swamp Movement Cost for Land unit Mountain Movement Cost for Land unit Extra MP for mobile unit in forest Extra MP for land unit to cross river Extra MP for entering enemy land Sea Movement Cost for Sea Unit Urban Movement Cost for Sea Unit Air Movement Cost per Hex Two Supply MP cost for Grass Supply MP cost for Forest Supply MP cost for Urban Supply MP cost for Sea Supply MP cost for Swamp Supply MP cost for Mountain Supply MP cost for Road Weight of Supply Three Minimal Soft Att value to occupy enemy land Maximum Unit Size in Weight Pts Supply cost for Level 1 Entrenchment Supply cost for Level 2 Entrenchment Supply cost for Level 3 Entrenchment Attack modifier versus lvl 1 entrenchment Attack modifier versus lvl 2 entrenchment Attack modifier versus lvl 3 entrenchment Four Population Divider (POP/PD = Supply production) Distance 0 from THQ ... Supply% Distance 1 from THQ ... Supply% Distance 2 from THQ ... Supply% Distance 3 from THQ ... Supply% Distance 4 from THQ ... Supply% Distance >5 from THQ ... Supply% Supply% if no supply through port but through shore Supply generated for SHQ * this value = max supply stock Always allowed supply stock for SHQ Readiness Attrition if IN supply Readiness Attrition if OUT of supply Always readiness gain = XP / this value Minimal Readiness allowed if OUT of supply Minimal Readiness allowed if IN supply Basic Readiness gain by supply Bonus Readiness gain by XP / this Value Automatic XP increase until this XP Value Automatic XP increase SHQ Range … min 10 or so … and max 50 (longer calcs with longer range) Pop needed for 1 Political Point production Recon Points needed to look 1 hex away. Succesive exp Hex Dammage recup in %pts per round Ammount of ProdPoints to destroy to get 1 Fame Point /100 = extra readiness loss absolute for artillery per combat round Five Multiplier of supply if you set supply production Unitdivider; Unit softatt+hardatt/etc.. /unitdivider = counter Six Readiness loss modifier% for unit that is interdicted Readiness loss modifier% for unit that interdicts itself XP gain modifier% for unit that is interdicted XP gain modifier% for unit that interdicts itself Read loss modifier for attacked unit in normal land battle Read loss modifier for unit attacking itself in normal land battle Xp gain modifier for attacked unit in normal land battle Xp gain modifier for unit attacking itself in normal land battle Read loss modifier for land unit attacked by artillery Read loss modifier for artillery unit attacking land unit XP gain modifier for land unit attacked by artillery XP gain modifier for artillery unit attacking land unit Seven Sea unit attacked by interdict. Read loss mod% Unit interdiciting sea unit. Read loss mod% Sea unit attacked by interdict. Xp gain mod% Unit interdicting sea unit. Xp gain mod% Sea unit attacked in harbour by land unit. Read loss mod% Land unit attacking sea unit in harbour. Read loss mod% Sea unit attacked in harbour by land unit. Xp gain mod% Land unit attacking sea unit in harbour. Xp gain mod% Sea unit attacked by sea unit. Read loss mod% Sea unit attacking sea unit. Read loss mod% Sea unit attacked by sea unit. Xp gain mod% Sea unit attacking sea unit. Xp gain mod% Sea unit attacked by artillery attack. Read loss mod% Unit artillery attacking Sea unit. Read loss mod% Sea unit attacked by artillery attack. Xp gain mod% Unit artillery attacking Sea unit. Xp gain mod% Eight Air unit interdicted on land. Read loss mod% Interdicting unit attacking air on land. Read loss mod% Air unit interdicted on land. Xp gain mod% Interdicting unit attacking air on land. Xp gain mod% Dogfighting attacked. Read loss% Dogfighting attacker. Read loss% Dogfighting attacked. Xp gain mod% Dogfighting attacker. Xp gain mod% Air unit attacked on land. Read loss mod% Land unit attacking Air unit on land. Read loss mod% Air unit attacked on land. Xp gain mod% Land unit attacking Air unit on land. Xp gain mod% Air unit attacked by artillery/AA. Read loss mod% Unit artillery/AA attacking air unit. Read loss mod% Air unit attacked by artillery/AA. Xp gain mod% Unit artillery/AA attacking air unit. Xp gain mod% Nine Xp gain modifier if Xp 75-100 Xp gain modifier if Xp 101-150 Read loss modifier for units with readiness<30 Read loss modifier for units with readiness 30-60 Ten Minimum pop for almost smallest town sprite Minimum pop for small town sprite Minimum pop for medium town sprite Minimum pop for large town sprite Minimum pop for largest town sprite Eleven Officer Skill Creation. d100 .. below this number skill= 8 or 9 Officer Skill Creation. d100 .. below this number skill= 7 Officer Skill Creation. d100 .. below this number skill= 6 Officer Skill Creation. d100 .. below this number skill= 5 Officer Skill Creation. d100 .. below this number skill= 4 Officer Skill Creation. d100 .. below this number skill= 3 or 2. Above = 1 Officer creation. Basic retreat% Officer creation. + Random retreat % (retreat=basic+random) Twelve Air Wing interdicts within this many hexes range … min 1 … Max 2 AA guns participate from hex distance ... Min 0 … Max 5 Sub dive chance divider if attacked by aircraft Softdef modifier for Grass Softdef modifier for Forest Softdef modifier for Urban Softdef modifier for Sea Softdef modifier for Swamp Softdef modifier for Mountain Softdef modifier for Swamp HardAtt mod for Grass HardAtt mod for Forest HardAtt mod for Urban HardAtt mod for Sea HardAtt mod for Swamp HardAtt mod for Mountain Softdef modifier for defending against amphibious invasion/airdrop HardAtt modifier if doing an amphibious invasion/airdrop Number of combat rounds Minimal cost in MP for battle Max MP unit may have left after battle Attack modifier for attack over River 100 + % attack modifier for each extra multipronged attack Frontsize limitator in # of unittype frontsize points Readiness modifier% if Attacking unit breaks off attack Readiness modifier is defending unit flees Readiness modifier per combat round a def.unit cannot flee Disruption for new commander Disruption for making new unit Disruption caused by retreat Disruption caused by attack breakoff Thirteen Transfer cost divider for over land transport Transfer cost divider for over sea transport Transfer cost divider for land transport after sea transport Cost for new Land Unit Cost for new Sea unit Cost for new Air unit Cost for new THQ Cost for new SHQ HQ TYPE COUNT .. howmany different types can be in shq Fourteen Lose mobile loss divider for attacker if offensive fails Lose artillery loss divider for attacker if offensive fails Minimum readiness needed to intercept enemy aircraft Fifteen AI Forbidden. If = 1 then AI is forbidden to play in this scenario / 100 = the XP/Readiness value of production points with loss.calc neutral hex= 0 means neutral hex join auto and 1 means they dont Campaign? 0=no, 1=yes Campaign: Fog of Exploration? Campaign: Block if loaded by user 1=yes, 0=no Experience & Rdn modifier. higher is less xp/rdn drain, lower is more