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o7
Basilisk, this is the closest it is possible to do it with abilities (the only way I know how to do it), it may be confusing but I explained that what you asked is not possible.
It also appears that fatigue in vanilla is applied multiplicatively to the unit's current stats, which means it will affect stat bonuses/penalties from spells/unit abilities. This mod uses passive unit abilities to apply the effects, which means they will stack additively with other unit abilities.
I don't want any changes to how fatigue works, all I want is a mod to display the updated stats on fatigue levels. Can you do this?
If you don't think it can be done/done efficiantly with submodding I don't mind, go ahead
Do you mind if I make a similar mod as yours? Fatigue was also on my list. I could make a submod, but would have to data core about half your mod, since there are obsolete tables, table with predefined values, etc. that have to be removed. I.e. I'd literally have to copy-paste your mod, which causes compatibility and maintenance issues if you decide to alter your mod at any time.
It will be based on my other mod, which was built from scratch with a vanilla CA ability as the baseline. Thing is, they both will handle fatigue stat reflections on the unit card, although my mod would have stripped it to bare minimum, removing lots of values in yours and not showing it as active ability with a performance tweak and linking all current land units. I will give you credit for inspiration and ref your mod link, if you're willing to accept that.
My thesis still stands as it was roughly 20 years ago, accuracy denotes how accurate a shot will land in the CA from the center of aim (which is either closest enemy unit or center of battalion).
I do not know what the formula is (where accuracy, CA and CD fits in) and this is the problem, nobody knows. We only can speculate/theorize.
I’d suggest to also test this out with extreme numbers. One thing I do know and hopefully you too (you can easily verify), which is that you can NOT rely on the shown circle in-game, it does NOT represent the actual values and gives a false sense where your shots will land.
There are many assertions of how accuracy works, but none of them are correct for at least 20 years (afaik since ETW), nobody knows the formula, but CA. I did some more testing regarding accuracy and calibration distance (CD) and area (CA). You'll be shocked.
First of all, CA is visually shown as a [2D] circle, when in fact it works as a [3D] sphere. Secondly, the shown circle is the SAME size for 50, as it is for 600. It's absolutely deceptive and only shrinks with high accuracy, when it still can shoot 100x the size outside of the circle.
This becomes apparent when you test with high values and actually observe what's going on, whether it's with artillery or archers, shots can overshoot > 45* when they’re at point blank range, both for 0 accuracy as 100, despite the tiny shown circle for the latter.
CD of 300 or 0, doesn't make much of a difference with CA being set at 600, nor is 300 accuracy.
There are quite some other values that are never picked up by the engine, e.g. this same stat key (stat_reloading) works in db/unit_experience_bonuses_tables, but it does not work here. Additional stat keys in latter table are never picked up. Same goes for universal scalers, stat_resistance_all for instance does not work, but works for abilities, like in this mod.
Imho, there should be proper documentation what is picked up by the engine and what not, but this can only come from CA. Same for lua scripting, a lot of functions are not even documented, so it's hard to make proper mods, not because it's complex, but you're in the dark and demystifying takes a lot of time.
I took empire archer, base 10 reload. Added 20 @ winded = 8s reload. Added 20 @ tired = 6s. Multiplied by 4 @ very tired = STILL 6s. Added +20 @ exhausted = 4s.
Next test was with handgunner with 9s base. +20 @ winded = 7.2s, +20 @ tired = 5.4s, -40 @ very tired = 9s and -40 @ exhausted = STILL 9s.
I'd suggest to replace stat_reloading with stat_accuracy, maybe even modifying the calibration area, because afaik, the accuracy means the chance to hit within that area, this would also make it more realistic vs sniper archers.
I'd also suggest to remove leadership debuffs from your mod, because they're already defined in db/_kv_morale_tables for tired, very tired and exhausted. They show up properly in tooltip for leadership, but not for this mod (it shows debuff from ability, which can be anything). But main problem is, it's redundant and _kv_ rules should override other tables per consensus.
I hope my comments are of value, have a nice weekend!
Ok, I had some time to do some testing in-game, here are my findings to answer myself:
- Being attacked in forced march stance initially has fatigue on fresh, then after some ticks occur, it goes to very tired state, thereby applying the debuffs correctly;
- Undead factions, such as vampire count, will show different naming for the same fatigue level and work correctly.
I can confirm what @Babarigo encountered and did more testing. Type mult does NOT work, it needs to be add. Negative values will NOT go below baseline, only positive add work reliable, see next comment how the test was performed.
I've quickly checked your mod and there are 38 missing land units in land_units_to_unit_abilites_junctions_tables, as of today, there are 2191 land units defined in land_units_tables. Do you want to update those?
I'm lacking time atm, so I wonder if this will work as intended for factions such as vampire count and what happens when army is attacked in forced march stand (i.e. fatigue is very tired initially).
I've tried exhausting one ranged unit in custom battle and start shooting at a target at the same time than a fresh one, and indeed there was no difference in the fire rate.
I made the same test without the mod and I obtained the same result, fatigue isn't affecting reload skill.
I don't know if my game is somehow bugged so I'd like to know if someone else is having the same experience on this.
UNIT ABILITIES or SPELLS (things that change the stats mid battle) with higher numbers are more impactful, not the units themselves.
EG:
Base: Spell: Fatigue:
mod: 50 armour + 10% armour - 30% armour --> 50 - 20% -------> 40
vanilla: (50 armour + 10% armour) - 30% armour -> (50 + 5) * 0.7 --> 38 ->Differance: 2
Base: Spell: Fatigue:
mod: 50 armour + 50% armour - 30% armour --> 50 + 20% -------> 60
vanilla: (50 armour + 50% armour) - 30% armour -> (50 + 25) * 0.7 --> 52 ->Differance: 8
Thee results are almost the same as vanilla with lower values, but with higher values the mod's results are more different from vanilla.
This mod does not change how units become exhausted in any way, only what effects being exhausted have, so it must be some other reason/mod.
I made a submod for sfo (though it may be broken at the moment, I will hopefully fix it soon), I won't be making submods for any other overhauls. I welcome anyone to make a submod for any other mod, I'll link it here if you make one.
If you base it on the sfo submod, it should be easy to make (just match the special_ability_phase_stat_effects_tables values to those in unit_fatigue_effects_tables).
If you use this mod with a mod which edits the effects fatigue give, most likley fatigue effects will be applied twice (by this mod and the other one). If the other mod just changes how fatigue is gained/lost that will work perfectly with this.
I am suspecting that this mod causes my games to have all units have "Exhaused" all the time. I am also using a SW-ORD Fatigue which makes the values different, but I don;t know how it can make all the units be always tired.
you can test like this:
Infernal Ironsworn vs whip chosen (open mod)
Infernal Ironsworn vs whip chosen (close mod)