to change it. By default it's set to 200.--Population cap override value
g_popCapOverride = 200
How-to: Custom Starting Resources & Income rate
Posts: 3421 | Subs: 11
Posts: 2
It would help if you could explain a bit more briefly what you have tried and what kind of problems you have encountered.
After a full day of trying different things I finally figured out what I was doing wrong. I just did a test run of the map and it worked.
Posts: 16
Posts: 3421 | Subs: 11
Posts: 16
Posts: 3421 | Subs: 11
Posts: 16
Posts: 1
So team 1 get more resource income as Team 2 ?
For amazing Compstomp. The AI need more Resource income.....
Edit: Or a option to set different Popcaps per Team ?
Posts: 16
Posts: 67
Is this just for starting resources at the beginning or is for throughout the game as well as I'm fed up with too much fuel and ammo but no manpower many thanks.
Posts: 5
Posts: 67
Could you please do another script but adding the English into it please.
many thanx for your patience.
Posts: 3421 | Subs: 11
My maps are unplayable now (get a fatal scar execution) with the release of the british forces. How can i mod my maps so that the british are included in the resource rate changes? Please help and thank you for amazing guides!
Hi
Could you please do another script but adding the English into it please.
many thanx for your patience.
Replace function Player_GetRaceIndex with this:
function Player_GetRaceIndex(player)
local racename = Player_GetRaceName(player)
if racename == "german" then
return 0
elseif racename == "soviet" then
return 1
elseif racename == "west_german" then
return 2
elseif racename == "aef" then
return 3
elseif racename == "british" then
return 4
else
return 0
end
end
And add this to each configuration below "--us forces:"
--british forces:
[4] = {
manpower = 400,
fuel = 15,
munition = 0,
action = 0,
command = 1,
},
Don't forget to set your values for the British Forces!
Posts: 67
Posts: 67
many thanks.
Posts: 5
Posts: 34
function CustomStartingResources_Init()
--[[
CustomStartingResource System created by Janne252. Visit COH2.ORG for more. Please do not remove this note.
Some information about income_modifier table and how to use it:
- All resource income modifiers affect the # per minute value.
- By default all resource income modifiers are set to 1 (value = 1, math_type = MUT_Multiplication). As you know, anything * 1 is the same value.
- MUT_Multiplication multiplies the income rate and MUT_Addition adds to it. Here are some examples of that:
- Let's say manpower income is 294 manpower per minute. With value = 10, math_type = MUT_Multiplication we will get 2940 manpower per minute,
since 294 * 10 = 2940.
Let's say manpower income is still 294 manpower per minute. With value = 10, math_type = MUT_Addition, we will get 304 manpower per minute,
since 294 + 10 = 304.
- How to add 50 extra munition income?
{type = RT_Munition, value = 50, math_type = MUT_Addition}
- How to remove 100 from manpower income?
{type = RT_Manpower, value = -100, math_type = MUT_Addition}
- How to double manpower income?
{type = RT_Manpower, value = 2, math_type = MUT_Multiplication}
]]
local ResourceSets = {
standard = {
--german:
[0] = {
manpower = 490,
fuel = 20,
munition = 0,
action = 0,
command = 1,
},
--soviet:
[1] = {
manpower = 490,
fuel = 50,
munition = 0,
action = 0,
command = 1,
},
--Obercommando west:
[2] = {
manpower = 490,
fuel = 50,
munition = 0,
action = 0,
command = 1,
},
--us forces:
[3] = {
manpower = 490,
fuel = 50,
munition = 0,
action = 0,
command = 1,
},
--british forces:
[4] = {
manpower = 4490,
fuel = 50,
munition = 0,
action = 0,
command = 1,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
highResources = {
--german:
[0] = {
manpower = 1390,
fuel = 50,
munition = 50,
action = 0,
command = 2,
},
--soviet:
[1] = {
manpower = 1390,
fuel = 80,
munition = 50,
action = 0,
command = 2,
},
--Obercommando west:
[2] = {
manpower = 1390,
fuel = 80,
munition = 50,
action = 0,
command = 2,
},
--us forces:
[3] = {
manpower = 1390,
fuel = 80,
munition = 50,
action = 0,
command = 2,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
customSet_01 = {
--german:
[0] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--soviet:
[1] = {
manpower = 2000,
fuel = 100,
munition = 100,
action = 0,
command = 2,
},
--Obercommando west:
[2] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--us forces:
[3] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--british forces:
[4] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
customSet_02 = {
--german:
[0] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--soviet:
[1] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--Obercommando west:
[2] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--us forces:
[3] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--british forces:
[4] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
}
--This will set the resource set to use in-game
local g_ResourceSet = ResourceSets.customSet_02
local Player_ApplyResourceSet = function(player, resourceSet)
Player_SetResource(player, RT_Manpower, resourceSet.manpower)
Player_SetResource(player, RT_Fuel, resourceSet.fuel)
Player_SetResource(player, RT_Munition, resourceSet.munition)
Player_SetResource(player, RT_Action, resourceSet.action)
Player_SetResource(player, RT_Command, resourceSet.command)
end
--Population cap override value
g_popCapOverride = 250
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
local resource_set = g_ResourceSet[Player_GetRaceIndex(player)]
Player_ApplyResourceSet(player, resource_set)
Player_SetPopCapOverride(player, g_popCapOverride)
for key, resource in ipairs(g_ResourceSet.income_modifier) do
local _value = resource.value
if resource.math_type == MUT_Addition then
_value = _value / (60 * 8)
end
Modify_PlayerResourceRate(player, resource.type, _value, resource.math_type)
end
end
end
function Player_GetRaceIndex(player)
local racename = Player_GetRaceName(player)
if racename == "german" then
return 0
elseif racename == "soviet" then
return 1
elseif racename == "west_german" then
return 2
elseif racename == "aef" then
return 3
elseif racename == "british" then
return 4
else
return 0
end
end
end
Scar_AddInit(CustomStartingResources_Init)
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