Robotron wrote: ↑Sat Oct 28, 2023 12:19 pm
Fixed all reported issues.
thanks
I guess the changes in the morale.lua are intentional then. Can you explain what/why you changed it for? Because I don't understand how to read it anymore right now. Before it was pretty straightforward. Same for units.lua and game.ammunition.lua now btw
Anything that would prevent Tannenberg from happening would also prevent Cossacks, maybe your opponent conducted Prittwitz's retreat?
Ok, makes sense. I think he did retreat Prittwitz, so that explains it. Does retreating behind the vistula also mean you can't send for Hindenburg anymore, or achieve Tannenberg if you kill an army corps?
Not enough info.
It's not much more than what I said. But iirc, when we last talked about adding techs, you said you tried but it didn't work. But maybe I misunderstood it. Anyway, if you don't know how to add techs, I've managed to add new ones. And if it's something you would consider doing for the mod in the future, I can tell you how.
I personally like the idea of more techs, especially because it also allows faction specific techs if you match them to an event, allowing armies of different powers to get a slightly more unique feeling and focus on different strengths. Even more than what you have already done with the tech speeds (for example France having a lead on gas and railguns, and AH on trains etc) but after 1916, every army is kinda the same. With unique techs, you can slightly differentiate between them. (For example a Chauchat automatic rifle tech for France, or a Stokes mortar tech for UK, etc,) just to get a little bit of variation on the max upgraded state of a unit. And of course it's also some nice flavor.
I am also toying with the idea of an extra tech that is only for reserve corps, called something like Improved Basic Training. It feels like the difference between army corps and reserve corps is too big. It was mostly German reserve corps that fought in the East in 1914 and they were more than a match for Russian army corps, even offensively. Currently reserve corps are nothing but cannon fodder until they get industrial warfare. And then they are good only defensively when dug in. The tech is supposed to make reserve corps a bit more effective in the long run, while still not nearly as good as an army corps, especially offensively. Army corps especially are needed because they have more assault stats, required to take down entrenched troops. But at the same time, I think the balance, especially in the west, is currently pretty good in 1914, so I don't want to upset it by changing the base stats of the reserve corps. Germany would start with Improved Basic Training already researched, since they had the best reserve corps at start of the war. Some other powers, but not necessarily all (that's the nice thing about extra, targetted/individualized techs) would be able to unlock the same benefits with events (or with time), so the early game isn't really affected, but I think later in the game having a more resilient reserve corps for most powers would maybe also mean the game will reach 1918 more often than it does now.
The biggest challenge is honestly finding models for the tech that match the aesthetic of the ones already in the game. But there are a few.
here are 2 I added to test
https://img.onl/rPTBft
https://img.onl/1P5b0L
need to slightly adjust the frame, but other than lacking shadows, they look not too out of place compared to the originals.
Torpedo boat raid shows up as an event for Entente even when Italy is not yet in the war. Is it WAD?
also, is it possible to rewrite this code to apply only 1 specific tech to a unit, instead of all available techs? For example for it to upgrade only steel_helmet upgrade even if other techs (both before and after) have been researched? Or even for it to upgrade a unit with steel helmets if the faction has not yet unlocked steel helmets?
Code: Select all
-- Apply all current techs to the unit
function UpdateUnit(unit, techs)
--LogUi("update start")
-- copy unit techs
if techs == nil then
unit.luaData.unitTechs = utils.deepcopy(unit.faction.luaData.factionTechs)
else
unit.luaData.unitTechs = utils.deepcopy(techs)
end
--FIXME: unit must use icon at time of purchase, not latest one
-- If faction has the unit type
if unit.faction.luaData.unitLevel[unit.prototype.name] ~= nil then
while unit.level < unit.faction.luaData.unitLevel[unit.prototype.name] do
unit:Upgrade()
EasterEgg_RedBaron(unit)
end
end
-- LogUi("update end")
end
I also tried it this way, but no success either
Code: Select all
for unit in russia.units do
if unit.hex ~= nil
and (unit.prototype.name == "infantry"
or unit.prototype.name == "garrison"
or unit.prototype.name == "cavalry") then
UpdateUnit(unit, "steel_helmet")
--ApplyTechnology(unit, "steel_helmet")
end
end
came across this bug:
Code: Select all
[17:28:24][8828]+++++++++++++++++++++++++ Event triggered:Zar
[17:28:24][8828]game/game_events.lua:12350(global Zar) game/game_events.lua:12350: attempt to index global 'germany' (a nil value)
was played in a version that I made some changes to but afaik nothing that deals with these events, but might be wrong since some files I can't read anymore.
but I noticed that Race to the Sea still behaves weird with hexes not or only partially unlocking.
and the BEF experience bonus got applied 2x, once to the infantry and once to a reserve corps to which AI attached French.