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 Forum index » Modding Central » Red Alert 2 Editing Forum
Amount of Experience Required for each Veterancy Level
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Ousagi
Medic


Joined: 02 Nov 2022

PostPosted: 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?
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Say I have more than veteran and elite promotion, Can it be customized to have:

Veteran = kill 3x cost
Elite = kill 4x cost
NewVeterancies = kill 5x cost

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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Nov 05, 2022 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.
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Ousagi
Medic


Joined: 02 Nov 2022

PostPosted: Sat Nov 05, 2022 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Example:

[ORIG]
Cost=300
Promote.EliteType=ORIGLVL1

[ORIGLVL1]
Cost=600
Promote.EliteType=ORIGLVL2

[ORIGLVL2]
Cost=900
Promote.EliteType=ORIGLVL3

[ORIGLVL3]

-------------------------------------------------------------------------------------

This is tested and it works!
Also
a = VeteranRatio=
b = [ORIG] Cost=
c = ANSWER=
d = [ORIGLVL1] Cost=

where a / b = c + a = d
then use (d + c) * a = NEXT UNIT
This is as if VeteranRatio is VeteranRatio=3.0 + 1 is required for next level

VeteranRatio=3.0

[ORIG]
Cost= 300 / 3.0 = 900 required to next level
Promote.EliteType=ORIGLVL1


(a / b = c + a = d ):

[ORIGLVL1]
Cost= 300 / 3 = 100 + 300 = 400 * 3.0 = 1200 (300 added!) required to next level)
Promote.EliteType=ORIGLVL2


((d + c) * a = NEXT UNIT):

[ORIGLVL2]
Cost= 400 + 100 = 500 * 3.0 = 1500 (300 added!) required to next level)
Promote.EliteType=ORIGLVL3

[ORIGLVL3]

-------------------------------------------------------------------------------------

Here's another example with higher VeterancyRatio.

VeteranRatio=15.0

[ORIG]
Cost= 300 / 15.0 = 4500 required to next level
Promote.EliteType=ORIGLVL1


(a / b = c + a = d ):

[ORIGLVL1]
Cost= 300 / 15 = 20 + 300 = 320 * 15.0 = 4800 (300 added!) required to next level)
Promote.EliteType=ORIGLVL2


((d + c) * a = NEXT UNIT):

[ORIGLVL2]
Cost= 320 + 20 = 340 * 15.0 = 5100 (300 added!) required to next level)
Promote.EliteType=ORIGLVL3

[ORIGLVL3]

-------------------------------------------------------------------------------------

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


(a / b = (c * n) + a = d ):

[ORIGLVL1]
Cost= 300 / 3 = (100 * 2) + 300 = 500 * 3.0 = 1500 (600 added!) required to next level)
Promote.EliteType=ORIGLVL2


((d + (c * n)) * a = NEXT UNIT):

[ORIGLVL2]
Cost= 500 + (100 * 2) = 700 * 3.0 = 2100 (600 added!) required to next level)
Promote.EliteType=ORIGLVL3

[ORIGLVL3]

I don't know how to explain this better, but I'll try to give a better one in the Tutorials Forum

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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Sun Nov 06, 2022 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Ousagi
Medic


Joined: 02 Nov 2022

PostPosted: Mon Nov 07, 2022 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Nov 07, 2022 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.
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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Tue Nov 08, 2022 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:
Virgil wrote:
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.".

Was meant to say "pretend". Rolling Eyes

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Ousagi
Medic


Joined: 02 Nov 2022

PostPosted: Tue Nov 08, 2022 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
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.

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