Posted: Sat Nov 05, 2022 9:20 am Post subject:
Amount of Experience Required for each Veterancy Level
Subject description: Is there a way to customize experience required for veteran and elite?
Say I have more than veteran and elite promotion, Can it be customized to have:
The global is VeteranRatio=3.0. Which make going to the next veterancy require the same "kill 3x cost".
I remember seeing something in Ares Documentation about this, or maybe I just got it confused with something else.
I just want to know if this is possible because I couldn't find it in the documents anywhere. QUICK_EDIT
The game is limited to 2 veteran levels. Neither Ares or Phobos have added the ability to add new levels. They also haven't added anyway to customize the VeteranRatio= too.
You're stuck with the original game logic I'm afraid. _________________
Oh, I guess I did read wrong about the experience part.
But I did use Promote.EliteType= from Ares to be able to add more veterancy as I think was intended.
Sorry for taking so long to response, it's probably because of the time zone.
So yeah, hopefully Phobos add a logic about experience. Thanks for helping. This is solved.
EDIT: I HAVE FOUND A WORKAROUND! Just change the cost of the unit that is in Promote.EliteType= and it will use the cost for that unit.
Here is another example for VeterancyRatio=3.0 + 2 per unit.
The equation for it is just multiplying c with the number you want to ADD to VeterancyRatio:
n = Number ADDED to VeterancyRatio
VeteranRatio=3.0
[ORIG]
Cost= 300 / 3.0 = 900 required to next level
Promote.EliteType=ORIGLVL1
Use unit conversion on promotion and change the price of that promoted unit to deal with this. Just remember to use GroupAs and Soylent (for grinder and selling unit on repair pad) to prevent that it is still the same unit. QUICK_EDIT
Use unit conversion on promotion and change the price of that promoted unit to deal with this. Just remember to use GroupAs and Soylent (for grinder and selling unit on repair pad) to prevent that it is still the same unit.
That is what I described, but thank you! Also I'm guessing in the second sentence you meant that
"to make it is still the same unit." than "to prevent that it is still the same unit.".
I had known about soylent and GroupAs.
I used GroupAs for a unit that convert when moving into water.
But does the price of grinding/soylent increase per promotion (without converting)?
If so, by how much (Like say a unit cost 300 and there is a 10% increase on veteran and 10% on elite)?
This could be useful for making an equation on making unit prices for soylent. QUICK_EDIT
The amount of money you receive from a grinder is half the amount of the unit's Cost. To make sure the grinder refund is the same for all levels of the unit you can use Soylent to set a custom refund amount. So if [ORIG] Cost=300 then [ORIGLVL*] should have Soylent=150 etc.
Of course the increased ability of each level might justify the higher refund amount so it's up to you. _________________
Use unit conversion on promotion and change the price of that promoted unit to deal with this. Just remember to use GroupAs and Soylent (for grinder and selling unit on repair pad) to prevent that it is still the same unit.
That is what I described, but thank you! Also I'm guessing in the second sentence you meant that
"to make it is still the same unit." than "to prevent that it is still the same unit.".
The amount of money you receive from a grinder is half the amount of the unit's Cost. To make sure the grinder refund is the same for all levels of the unit you can use Soylent to set a custom refund amount. So if [ORIG] Cost=300 then [ORIGLVL*] should have Soylent=150 etc.
Of course the increased ability of each level might justify the higher refund amount so it's up to you.
Tested it. So regardless of veterancy it is the same. Tested with initatie=200 and yes the promotion doesn't affect prices, still gives 100 back.
Virgil wrote:
Was meant to say "pretend". Rolling Eyes
I see. That makes sense reading the comment and does go well with the original sentence. Sorry for not understanding earlier. QUICK_EDIT
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