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Multiple Defending Units?
OK, so all of the normal nations have 2 or more unit types in their PD and starting units, is there any way to get Mod nations to do that?
-Frank |
Re: Multiple Defending Units?
#defcom1 [ID]
Will add PD Commander #defcom2 [ID] Extra Commander after 20+ PD #defunit1 [ID] Base Unit for PD #defunit2 [ID] Additional Unit for 20+ PD #defmult1 [multiplier] This means for every point of defense you get [mulitiplier] of unit1. #defmult2 [multiplier] Same thing but after 20+ PD Units for starting armies for a nation include: #startcom [id] #startunittype [id] #startunitnbrs [mulitplier] (default = 20) #startscout [id] |
Re: Multiple Defending Units?
Only one kind of starting unit, only one kind of defense unit for normal provincial defense, only one kind of unit that starts to come in after pd 20.
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Re: Multiple Defending Units?
Actually I've had varied luck with just setting multiple unit1's. Sometimes it takes it, sometimes it doesn't. I don't know what kind of stability factor it has with Dom2 though but I haven't had it trip the Cheat Prot.
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Re: Multiple Defending Units?
Isn't the multiplier in #defmult1 and #defmult2 just "how many troops of this kind you will get for each 10PD point"?
So #defmult1 10 would give you 10 troops of type 1 for each 10PD thus 1PD per troop. |
Re: Multiple Defending Units?
.. but it seems it only works in 10-increments ..
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Re: Multiple Defending Units?
#defmult1 15 givers 15/10 = 1.5 units per pd, so 1, 3, 4, 6,...
#defmult1 5 gives 5/10 = 0.5 units per pd, so 0,1,1,2,2,3,3,4,4,... #defmult1 10 gives 1 unit per pd, so 1,2,3,4,5,... If I understood Arralen's question right, this should answer it. |
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