Column |
Explanation |
Attribute
Definition
|
A:
Attribute Name |
This is the name that is used to
describe this attribute. Each attribute starts with a name
and then the levels of the attribute. |
B:
Points |
These are the points that are associated
with each attribute level. Although they are really not used
in the game at this point, it is still very important for
them to be there. Certain aspects of the game expect them
there. |
C:
Label |
This is the text name of each level of the attribute. |
Gameplay
Columns - each of the following columns is a hardcoded part
of the gameplay
|
D:
Firing (1000 pts) |
The values in this column are added to a total
accuracy value for the fighting unit. The closer the value
is to 1000, the better the accuracy is for the unit. The accuracy
is the chance to hit a target with a properly loaded weapon. |
E:
Reload (1000 pts) - incorrectly called misfires in most files |
The values in this column are added to a total
reload skill value for the fighting unit. The closer the value
is to 1000, the better chance that unit has of properly loading
their weapon. A low value here would result in misfires or
simply the inability to fire the weapon. |
F:
Melee (1000 pts) |
The values in this column are added to a total
melee value for the fighting unit. The closer the value is
to 1000, the better chance this unit has to make a kill while
engaged in melee combat. |
G:
Leader Radius Percentage |
This is the percentage that is multiplied by the base leader
radius for the command level. All of the values are totaled,
then the result is used as a percentage to multiple against
the base:
10 yds - Brig
25 yds - Div
50 yds - Corps
65 yds - Army
So the higher this total, the larger the command radius
would be for this leader. Therefore his morale bonus would
affect more men.
|
H:
Leader Morale Bonus |
The values in this column are added to a total
morale bonus value for the leader. This total is the number
of points (not levels) of morale that will be added to fighting
units that are within this leader's radius. |
I:
Rally Time |
The values in this column are added to a total
value that represents a number of seconds which is how often
a leader gives out his rally points. The lower this total,
the more effective the leader in rallying troops. |
J:
Rally Points |
The values in this column are added to a total
morale points value. Every time the rally time comes up this
total is added to the morale of all troops within this leader's
morale radius. The troops must be standing still and out of
range of any enemy for this bonus to be added. There is also
a cap as to how far any leader can rally troops. |
K:
Wheeling Locked |
The values in this column are added to a total
distance in yards. If the enemy is within this distance to
the troops, than the troops are less likely to wheel. Less
experienced troops would have a larger distance because they
would not be able to wheel while the enemy is close. |
L:
Leader Stance Modifiers |
The total of these values represent how leaders
would interpret orders. We tend to have out low numerical
orders being more cautious while our higher number are more
aggressive. So by modifying these values you can increase/decrease
the aggressiveness of certain personality types. |
M:
Leader Support Distance |
This is how close to the lines the leader will
actually get. Certain leader's may get closer and have a higher
chance of getting killed, but also have a higher chance of
constantly giving out their morale bonus. Other leader's my
want to stay back. If this total is negative, it is added
onto the leader's radius, if it is positive it represent the
exact number of yards behind the men that the leader will
stand. |
N:
Units Run or walk for Ammo |
The values in this column are added up and if
the total is greater than 0, they run, otherwise they walk. |
O:
Leader's Run or Walk |
The values in this column are added up and if
the total is greater than 0, they run, otherwise they walk.
This applies when a leader is trying to rally their men. |
P:
Ammo Taken From Dead |
This total respresents the amount of bullets
that can be taken from the dead within their own units. |
Q:
Max Ammo Per Man From Ammo Wagon |
This is the maximum amount of ammo that the
ammo wagon will give to 1 man within a fighting unit. Lower
this value to conserve the ammo. |
R:
Unit Morale Bonus Radius |
The values in this column are added to a total
radius in yards. This represents the radius in which this
unit will give out it's own morale bonus. |
S:
Choose VP Bonuses |
This should only be set in one attribute as this cannot
total correctly. This represents the AI preference when
choosing VP sites to conquer.
1 = morale
2 = fatigue
4 = ammo
This value works like a bit field in that you can just
add the numbers to use multiple types. So if you want certain
officers to go after morale and ammo, you could put in a
5.
|
T:
Max Morale Modifier |
The cap on morale is determined by different
means. It has to do with your leader and the number of men
that you have left compared to what you started with. This
total represents a little bonus that will up the cap. The
cap being the highest morale that any officer can rally you
to. So if you like your officer, he can up your morale a little
higher. |
U:
Firing Time |
The values in this column are totaled and then
added to the base firing time of the weapon that the fighting
unit is using. |
V:
First Aid |
In some small way this affects the OOB screens
that show your total casualties. This will determine how many
dead vs. wounded. This is not really effective in this game,
but in future games you'll be able to get some of those wounded
back on the battle field. |
W:
Limber Time |
The values in this column are totaled and then
added to the base limber time of the weapon that the fighting
unit is using. |