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Araxiel

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Mar 14, 2016
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The short: Barracks only make a new unit for every 1k people working there, no matter what the manpower value is in 00_combat_unit_groups.txt

The long:
So, I've been losing my mind on how to reduce the size of units to be less than 1k. I noticed in \common\combat_unit_groups\00_combat_unit_groups.txt there's an entry for manpower_max. In addition, the barracks building's production method has its usual building_employment_soldiers_add which can be anything. Also, I noticed a define
NMilitary.COMBAT_UNITS_PER_LEVEL = 1.

Here's the weird thing I notice; none of this matters when it comes to raising new units for an army. For an army, a new unit is only created every time the associated barrack hits a a new 1k employed soldiers, completely disconnected from manpower_max.

So for the sake of experimentation, let's say manpower_max is 200, and so is the PMs building_employment_soldiers_add = 300, and NMilitary.COMBAT_UNITS_PER_LEVEL = 2. And now for an army you build 4 new barracks, then the associated army will only get 1 new unit, consisting of 200 manpower, even tho the barracks would be level 4 and contain 1.2k soldiers.

What makes it even weirder, if let's say I have a one PM that has the vanilla building_employment_soldiers_add = 2000 soldiers and fill the level 4 barracks with 8k soldiers. The army will have 8 units with 200 manpower. But if I then switch to the 300 soldier PM; the army is now down to 6 units with 200 manpower each, using a level 4 barracks with 1.2k soldiers in it... which it what it should be from the beginning.

Now different PMs with 2000 and 200 soldiers is silly and just a test, and this is a relatively niche situation. But it just tells me that units are only added to an army, when an associated barracks hit's a new 1k employees... which then makes me wonder what the point is to have a manpower_max entry in the first place (I also did some tests to have the manpower_max = 2000 which also didn't work and units stayed at 1k with a new unit being created for every 1k workers in the barracks).

I guess this entire post is just the most longwinded way of asking; why is it hardcoded like this? I looked around everywhere in the files and the entirety of the defines and the barracks and barracks PMs, and there's a non-zero chance I'm missing something, but it really doesn't look like it. This really seems to be a huge inconsistency, especially considering that unit types literally have a manpower_max value, that currently makes little sense.

Example inpictures:
  • 4k soldiers
  • 200 manpower sized units
  • Result: 4 units
1700227449564.png
1700227457582.png


Switching PM to a lower worker one, once the 4 units are made:
  • 600 soldiers
  • 200 manpower units
  • Result: 3 units
1700227578611.png
 
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Perhaps just an oversight when the whole system was overhauled. Like they implemented the option for other ratios of manpower for units than 1000:1, but missed one of the checks in the hardcode.

Anyway, that's a short(ish)-winded way of saying probably worth posting a bug report.
 
Perhaps just an oversight when the whole system was overhauled. Like they implemented the option for other ratios of manpower for units than 1000:1, but missed one of the checks in the hardcode.

Anyway, that's a short(ish)-winded way of saying probably worth posting a bug report.
I kinda put that mod on indefinite hiatus, but recently got once again feeling the itch to do some type of Vic3 modding and my Fallout mod has still been occupying my mind.

I've also been thinking about maybe writing a bug-report... but how would I even do this for such a "bug" that only appears if you're trying to mod something very specific?
 
Pretty much just your OP should be a decent bug report. Generally modding issue (i.e. trying to adjust game mechanics as they appear to be designed to be adjusted) should be fairly considered under a bug report, rather than reporting on a specific mod issue.