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unmerged(54503)

Colonel
Mar 4, 2006
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If I could figure out how to read the code that gives trait info, I'd pitch in and help.

As a player that prefers to play the Germans, I'd be interested in a complete read out of all the generals Germany has to offer, including Old Guard, since I use them for static defense and/or rear area commands.

A list of all the Generals which includes date of availability, entry rank, preferred max rank, starting skill, max skill, date of removal, traits. If such a list was made it would be nice to have on hand, me thinks. Also, if it was constructed in such a way as to be search-able by trait, max preferred rank, starting rank, date of entry, that would also go a long way to speeding up the admin process of deciding who to assign where.

I wish something like that could be modded in to the stats tab, actually.

Im a clueless tech tard or I'd try to do it.

Edited to add:

HA! Stoopid me. I loaded up the game after posting this comment and took a look at the stats tab, since I almost never ever do that when playing the game. And, lo an' behold, there's a set of pages for the various commander types, land/air/sea. Got lots of good info. All that would be needed to fill it out completely is a mod that adds in "competency" for max rank preferred and max skill attainable.

While compiling the information I have in the OP my intention was to provide enough of the the best choices available for the long haul of the war.
 

Pugmak

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You're doing a very kind service for the rest of us. I've got lots of what you posted written down and have done many changes to my usual officering of units because of it.

But, if the extra info, such as perfered rank and max skill level could be modded into the stats page for commanders, that would be most very uber awesome. It could be kinda like a performance evaluation thing that officers get.

My printer is out of ink or I'd have your OP printed out for reference.

Edited to add:

I did not mean to imply that I wanted you to do a full detailed compiling of ALL the officers for any given country. What I was trying to say was that if I could figure out how to read the code that gives the skills in the file, I'd be wanting to do that for my self and/or to provide to anyone else that wants the info.

Im a moocher of modders' works due to complete lack of skill, not necessarily just because I'm a lazy mooching bum. But I am that too.
 

unmerged(54503)

Colonel
Mar 4, 2006
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You're doing a very kind service for the rest of us. I've got lots of what you posted written down and have done many changes to my usual officering of units because of it.

But, if the extra info, such as perfered rank and max skill level could be modded into the stats page for commanders, that would be most very uber awesome. It could be kinda like a performance evaluation thing that officers get.

My printer is out of ink or I'd have your OP printed out for reference.

You do realise that the Prefered Rank your talking about which is refered to in game as IDEAL RANK has absolutely no bearing whatsoever on anything in the game which is why I edited out the limited information I had about it. It turns out that just because a leader has a prefered rank of Field Marshall, or Grand Admiral it means nothing in terms of speed at gaining experience, or preference in Auto Promotion for that matter.

The rule book said it was a factor, but subsequent testing proves that it was never implemented.

You can always copy and paste the info it to a file for when you get some ink.
 
Last edited:

Pugmak

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So, you tested it out and an officer rising above his preffered rank doesn't slow down xp gain?

I've been trying to follow this whole thread but I guess I missed that :/

If that's true though, (meaning, if I didn't misunderstand what you just said) then that's good to know, thanks.

Again. Just to make sure I said it proper. I haven't been intending to demean or belittle your work at all. I very much appreciate the effort you are going through to provide the rest of us this stuff.

The "could this be done?" stuff is aimed at others reading here who might know how or be able to point me to where I can get schooled up on how to do it.

Someday, I'm gonna have to produce something useful for the community, seeing as how much I use the work and effort of others here.
 

unmerged(54503)

Colonel
Mar 4, 2006
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So, you tested it out and an officer rising above his preffered rank doesn't slow down xp gain?

I've been trying to follow this whole thread but I guess I missed that :/ .

Go back to the second page in this thread just a little past midway down and reference the response I posted to Nilmerf .

I did not do the testing. A bunch of other people did and I posted the information and the links to the threads talking about the tests. It includes mathmatical formulas.

I added this information to the bottom of the OP with the links to the threads on the testing.

1) EXP gain depends on the intensity of combat, leaders with the same characteristics can gain different amount of EXP in paralell combats.
2) EXP is not affected by traits save the good Old Guard which in fact reduces your experience gain by 2/3.
3) The promotion dates or the ideal rank in the leader files also have no effect
4) The only parameters effecting the rate of EXP growth are current rank, current skill, and max skill level.

P.S. The manual (page 61) is wrong about the affects of ideal rank. Alas another game feature that has not been implemented.


Points the autopromote-A.I. considers when selecting a candidate (in order of priority):

1. Is there a leader-slot available (according to army-size & leader_ratio) ?
2. Only pick a leader with a rank that is one level below the position that needs to be filled
3. Has any leader reached or passed his historical year for this promotion ? The year itself doesn't matter, only whether it's yes or no. Candidates that have passed are preferred
4. Does the leader have an active command ? If yes then he gets preferential treatment. Even if an eligible higher-skilled leader is in the pool.
5. Which is the leader with the highest skill ? Pick him.
6. If there are two leaders which are both passed their historical year, both have an active command and both have the same skill then there is some other factor involved which I can't put my finger on. It's not experience, it's not the number of traits. Might be the Leader-number ( ).

Again. Just to make sure I said it proper. I haven't been intending to demean or belittle your work at all.

No offence taken. The information I compiled is tailored to my personal taste being the information I want when I play. Anymore information than I have already compiled would be useless for all practical purposes from my point of view. While it is true that I have definately missed a few Generals in the listing there are more than enough to get the job done. Most of those I missed are likely ones that don't appear until later years anyway and by then they would be scrubs in comparrison to the ones already skilled up and promoted.
 
Last edited:

AdmiralNelson

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This is a lot of good work, Tris! Very useful! :)
 

Pugmak

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Tris:

I held off saying thanks, again, for the additional info and explainations you posted recently until a bump was needed to get this back to the top of the page where it belongs.

So, thanks again.
 

unmerged(83496)

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A note on auto-promoting. If you want the free promotion without losing, place them in command of a division and then send it as an expeditionary force. Your ally will auto-promote that leader, and then you can bring him back. Meanwhile the rest of your leaders remain off auto-promote.
 

unmerged(138457)

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Good work.

Btw you can get the dots to öäü by clicking the button next to enter (the same that gives the ^^) and then the letter a,o,u... Atleast in my keyboard ^^
 

B. Rodriguez

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A note on auto-promoting. If you want the free promotion without losing, place them in command of a division and then send it as an expeditionary force. Your ally will auto-promote that leader, and then you can bring him back. Meanwhile the rest of your leaders remain off auto-promote.

Ah, but your foolish ally will immediately SR the unit, which you may not want at the moment.