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kriegkopf

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Any one know where to locate the text for changing the Attack_Delay time in TFH? What folder, etc... Ive looked everywhere pretty much and cant find it???
 

kriegkopf

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Thanks for your reply, General! I have found that file, but i am not sure that changing the number in this line of text (unit_attack_delay = 168) is correct for what i want to do. I have read that in HOI3 there can be a problem with AI sending HQs into provinces where one has just won a battle, the advancing army repels the HQ, but then must wait for 3days or so to attack again. This is the problem i want to try to correct by decreasing that 3day wait. But a 3day wait is not 168hours, so i am confused about this? I have seen that paratroopers also must wait 168hours before they can paradrop_attack again, so im assuming its the same for any unit attack. Is this correct?
 
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Opanashc

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Attack delay works as follows:
If resistance is met and is swiftly overpowered (very short battle, <12 hrs), then attack delay suffered is negligible, only a few hours. If resistance is greater than 12 hrs - full attack delay is suffered. If battle is very long, attack delay is again reduced, at a rate which I don't remember (but not 1:1). Attack delay is reduced by Operational Level Organization tech, by 24 hrs for each level of tech. Officer ratio also affects attack delay, with 140% ratio reducing it by 24 hrs, and <100% increasing it by attack_delay/officer_ratio. Hence, a 50% officer ratio gives double the max possible attack delay.
 

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Attack delay works as follows:
If resistance is met and is swiftly overpowered (very short battle, <12 hrs), then attack delay suffered is negligible, only a few hours. If resistance is greater than 12 hrs - full attack delay is suffered. If battle is very long, attack delay is again reduced, at a rate which I don't remember (but not 1:1). Attack delay is reduced by Operational Level Organization tech, by 24 hrs for each level of tech. Officer ratio also affects attack delay, with 140% ratio reducing it by 24 hrs, and <100% increasing it by attack_delay/officer_ratio. Hence, a 50% officer ratio gives double the max possible attack delay.

In TFH, the Breakthrough tactic, when selected by leaders, should also reduce attack delay.

Except in very few situations, you really shouldn't be seeing massive attack delay unless your units have earned it through long combat/strategic redeployment/recent airborne attack or you have an officer corps/doctrine problem.
 

Opanashc

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Except in very few situations, you really shouldn't be seeing massive attack delay unless your units have earned it through long combat/strategic redeployment/recent airborne attack or you have an officer corps/doctrine problem.
If the fight lasts >12 hrs, you will see massive attack delay, early in the war.
 

kriegkopf

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so, while we are on this subject--what is the attack_delay after strat-redeploy? I have already changed the delay for paradrops to slightly less hrs, and possibly will do so for other units. I am an old HOI2 veteran, but havent actually played HOI3 yet, as I spend most of my gametime modding.

so, may i be so bold as to change subject, rather than opening another thread---I want to script some events, but do not know where/how to find the available EVTNAME/EVTDESC numbers. In EVENTS; the list goes up to EVENT number 3501, but the numbers in this list are not in ascending order, and i want to be absolutely sure i have a workable EVT number? Or, can I just make up a number much greater than, and use that?
 
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themousemaster

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so, while we are on this subject--what is the attack_delay after strat-redeploy? I have already changed the delay for paradrops to slightly less hrs, and possibly will do so for other units. I am an old HOI2 veteran, but havent actually played HOI3 yet, as I spend most of my gametime modding.

It is "full" attack delay. None of the modifiers for actual combat apply ("credit time" for being in combat, short-term combats, anything), so the delay is = to:

(UNIT_ATTACK_DELAY - Operational Level Organization tech).

Note that this value gets *REFRESHED* every single hour, so the actual countdown does not start unit the hour that it FINISHES it's movement.