Sounds like a request for a different thread, but yes, having to choose between a great general or a great general staff is a choice that would make the game more funner.
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World Ablaze Historical General Limits, its on steam. Seems to work with out the WA mod itself.
I would guess that the German AI and Soviet AI have different formulas for when to spend the PP on generals.I just tried it out, and it still looks like the AI doesn't bother with the army limits.
(here's a pic of the soviets fighting against poland for an example)
View attachment 631395
*edit: germany appeared to respect the army limits, but I assumed that was because they had a much smaller army.
Well that's not good. Didn't know that.The issue isn't deploying enough generals (I cheated in a dozen for SU), the issue is that the IA doesn't recognize that they will be getting penalties for more than 12 divisions per army, rather than 24. So, while you can mod in that players (or AI) get penalties for 13+ divisions, the AI will still assign 20-23, suffering huge combat penalties.
NDefines.NMilitary.CORPS_COMMANDER_DIVISIONS_CAP = 12
NDefines.NMilitary.FIELD_MARSHAL_DIVISIONS_CAP = 12
For whatever reason the AI uses the maximum of the division limits defined for generals and FMs (both 24 by default). So the mod needs to limit the division cap for FMs as well:
Code:NDefines.NMilitary.CORPS_COMMANDER_DIVISIONS_CAP = 12 NDefines.NMilitary.FIELD_MARSHAL_DIVISIONS_CAP = 12
Now we're cooking with gas. I'm going to try this out.
*Edit: we did it bois!View attachment 631449
For my next trick, I'll be conning someone into teaching me how to use GIMP
Very nice, but what effect does it have on Generals earning traits and skill level increases, aren't those all based on 24 ?
I'd hope the formulas would be built using the max cap, but you never know.
Forgot one thing....could we stop allowing generals and admirals to be both field commanders of army/army group/fleets AND Military Staff members at the same time???
It seems simple enough, and I'm trying to make it work, can't get it to fit together at the moment.I think that might be possible, with hiding the military staff idea for that general/admiral, if they're assigned in the field.
It seems simple enough, and I'm trying to make it work, can't get it to fit together at the moment.
available = {
NOT = {
has_completed_focus = ENG_eliminate_the_upper_class
}
}
create_field_marshal = {
name = "Alan Brooke" # Aristocrat
id = 997
available = {
NOT = {
has_completed_focus = ENG_eliminate_the_upper_class
}
any_unit_leader = {
has_id = 997
is_assigned = no
}
}
That’s really cool. Can you reverse it easily by removing the general if the staff is taken?
on_add = {
if = {
limit = { NOT = { has_country_flag = alan_brooke_command } }
remove_unit_leader = 997
set_country_flag = alan_brooke_command
}
}
Looking at the UK, we have Alan Brooke, who can be the head of the Army, and is also a Field Marshal.
There's this bit in common/ideas/britain.txt for him:
Code:available = { NOT = { has_completed_focus = ENG_eliminate_the_upper_class } }
in history/countries.txt there's this bit for him:
Code:create_field_marshal = { name = "Alan Brooke" # Aristocrat id = 997
There's this scope: "any_unit_leader" , and these conditions "is_assigned", and "has_id"
So, I think that by altering the common/ideas/britain.txt to:
Code:available = { NOT = { has_completed_focus = ENG_eliminate_the_upper_class } any_unit_leader = { has_id = 997 is_assigned = no } }
No. The wiki has pages for some individual objects but there is no comprehensive documentation of what is available, at least not publicly.Is there any actual documentation on the syntax for the game files? I don't mean bracket nesting or a BNF grammar; I mean a list of all the defined keywords for difference types of records and actions, and what those do.