Hey all,
The purpose of this post is two fold: (1) to (hopefully) get Paradox to fix two bugs related to Armies, Generals, and Attachments and (2) to share my mod ideas that I am working on.
Paradox, please fix the following two bugs related to ground combat:
1. "morale_damage" in 00_armies.txt
"morale_damage" simply has no influence on Morale Damage. The following do modify Morale Damage: "damage" and "morale" in armies.txt, "MORALE_DAMAGE_MULT" in defines.lua, and "army_morale_damage_mult" in the attachments.txt.
2. "army_morale" in 00_army_attachments.txt and 00_general_traits.txt
"army_morale" has no influence on an army's Morale. This goes for both Generals and Attachments.
In general, everything army morale related is pretty messed up at the moment. If the above two bugs are fixed, modders would be able to create some much needed diversity and flavor in ground combat. However, what we really need is BASE_MORALE_DAMAGE_MIN and MAX in the defines.lua instead of Morale Damage being coupled with regular damage.
Alright, now my mod WIPs.
Strategy Attachments
http://steamcommunity.com/sharedfiles/filedetails/?id=693811197
Adding specialized little units to armies just seems kind of 'meh' to me. If you're adding upgrades to an army you're mostly limited to buffing that army, and that's kind of boring. So I'm reinvisioning attachments as army Strategies instead. With strategies it becomes easier and more logical to debuff armies alongside some other buff.
Examples:
Ethos specific strategies ("has_ethic" seems to work)
Strategies require army experience (going to test "has_experience" soon)
Relabeled UI
Modding Roadblock:
The nonfunctionality of "morale_damage" and "army_morale"
Armies According to Ethos
http://steamcommunity.com/sharedfiles/filedetails/?id=693811118
A couple of base armies alongside modded upgrades, attachments (or strategies) and a select few researchable new armies just isn't going to cut it; there needs to be more diversity and flavor.
I am working on creating armies that represent the various ethos. Right now I have 15 new armies (examples: Horde Infantry for Collectivists, War Machines for Materialists, Mech Special Forces for Materialists/Individualists). Creating these armies is the easy part, but limiting them to a specific ethos (or combinations of ethos) is the difficult part.
I would prefer to avoid a wall of armies in the recruitment window, but in the short term I may just go that route and use "has_ethic" as a limiter while I find a better way of unlocking units through Technology or Events (I've only dabbled in the latter and not even looked at the former).
Modding Roadblock:
Again, "morale_damage" and "army_morale". So I have my Collectivist Horde Infantry with very high health and average morale, but I'm not able to create a counter for it (something like a Spiritualist SF unit that targets an enemy's morale but does very little normal damage).
Battle Transport
I want Battle Barge like transports that have weapons to protect themselves. Which is possible. I have been able to replace the standard transport with basically a lightly armed cruiser. BUT, I don't want every Ethos to have access to this ship, which means having two kinds of transports, and I haven't figured out how to do this yet. It seems that in order for a Transport to be a Transport, it has to have the DEFAULT_TRANSPORT_SECTION but including this key in a new ship profile seems to gum things up.
Has anyone figured out if ship sections can be individually unlocked? If so, certain Ethics could unlock ship sections which actually allow weapons to be attached.
Anyway, thanks for you time. Good gaming.
Edit: Uploaded progress and posted links.
The purpose of this post is two fold: (1) to (hopefully) get Paradox to fix two bugs related to Armies, Generals, and Attachments and (2) to share my mod ideas that I am working on.
Paradox, please fix the following two bugs related to ground combat:
1. "morale_damage" in 00_armies.txt
"morale_damage" simply has no influence on Morale Damage. The following do modify Morale Damage: "damage" and "morale" in armies.txt, "MORALE_DAMAGE_MULT" in defines.lua, and "army_morale_damage_mult" in the attachments.txt.
2. "army_morale" in 00_army_attachments.txt and 00_general_traits.txt
"army_morale" has no influence on an army's Morale. This goes for both Generals and Attachments.
In general, everything army morale related is pretty messed up at the moment. If the above two bugs are fixed, modders would be able to create some much needed diversity and flavor in ground combat. However, what we really need is BASE_MORALE_DAMAGE_MIN and MAX in the defines.lua instead of Morale Damage being coupled with regular damage.
Alright, now my mod WIPs.
Strategy Attachments
http://steamcommunity.com/sharedfiles/filedetails/?id=693811197
Adding specialized little units to armies just seems kind of 'meh' to me. If you're adding upgrades to an army you're mostly limited to buffing that army, and that's kind of boring. So I'm reinvisioning attachments as army Strategies instead. With strategies it becomes easier and more logical to debuff armies alongside some other buff.
Examples:
- Direct Approach (buff damage, debuff health) A more aggressive stance will result in more damage output but also more casualties.
- Indirect Approach (buff health, debuff damage) Hannibal FTW
- Drop Pod Assault (assault armies only: buff morale damage, debuff morale) Essentially an airborne assault. It disorganizes both the defender and the attacker.
- Bombardment (assault armies only: buff health, debuff damage) Take up defensive positions and pummel the enemy.
- Insurgency (defense armies only: buff health, debuff damage) Make that planetary assault a loooong one.
- Defense in Depth (defense armies only: buff health, debuff damage)
- Others? Air Superiority, Extermination, Attrition, Psych Warfare
Ethos specific strategies ("has_ethic" seems to work)
Strategies require army experience (going to test "has_experience" soon)
Relabeled UI
Modding Roadblock:
The nonfunctionality of "morale_damage" and "army_morale"
Armies According to Ethos
http://steamcommunity.com/sharedfiles/filedetails/?id=693811118
A couple of base armies alongside modded upgrades, attachments (or strategies) and a select few researchable new armies just isn't going to cut it; there needs to be more diversity and flavor.
I am working on creating armies that represent the various ethos. Right now I have 15 new armies (examples: Horde Infantry for Collectivists, War Machines for Materialists, Mech Special Forces for Materialists/Individualists). Creating these armies is the easy part, but limiting them to a specific ethos (or combinations of ethos) is the difficult part.
I would prefer to avoid a wall of armies in the recruitment window, but in the short term I may just go that route and use "has_ethic" as a limiter while I find a better way of unlocking units through Technology or Events (I've only dabbled in the latter and not even looked at the former).
Modding Roadblock:
Again, "morale_damage" and "army_morale". So I have my Collectivist Horde Infantry with very high health and average morale, but I'm not able to create a counter for it (something like a Spiritualist SF unit that targets an enemy's morale but does very little normal damage).
Battle Transport
I want Battle Barge like transports that have weapons to protect themselves. Which is possible. I have been able to replace the standard transport with basically a lightly armed cruiser. BUT, I don't want every Ethos to have access to this ship, which means having two kinds of transports, and I haven't figured out how to do this yet. It seems that in order for a Transport to be a Transport, it has to have the DEFAULT_TRANSPORT_SECTION but including this key in a new ship profile seems to gum things up.
Has anyone figured out if ship sections can be individually unlocked? If so, certain Ethics could unlock ship sections which actually allow weapons to be attached.
Anyway, thanks for you time. Good gaming.
Edit: Uploaded progress and posted links.
Last edited:
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