#2
In metamap.gf
MovementDelayInMilliseconds=15000 // This is how long it take to move 1 space on the map in milliseconds
How does the map (.mvm) impedance value and the hexvalue.gf speed values impact the movement delay?
They do not. (That I am aware of) I usually set the movement delay at 3 seconds. (3000ms)
--->
Ok, I thought the impedance values on the map had to individually correspond to the 0--9 speed values thresholds in hexfiles.gf and that the value set as 1 was scaled from the:
MovementDelayInMilliseconds=15000 // This is how long it take to move 1 space on the map in milliseconds
That way you could set some hexes that are "quicker" to move through in delay, does anyone know otherwise?
#3
Above was ref the hexvalue.gf file, is the 9= value the "cap" to that value and when hex loose defense due to action, does the settings in
[VictoryPointModifier]
Easy=35 // victory changes hex defense value by 35 in Captain mode
Med=15 // victory changes hex defense value by 15 in Commodore mode
Hard=5 // victory changes hex defense value by 5 in Admiral mode
PureAI=0.2 // change due to pure AI battle is negligible
drop the hex defensive value evenley base on the values above or scales to the parameters in hexvalues .gf?
I know the flippoints are
[Battle]
MinVictoryPointsForPlayerVictory=0.2 // flips at 20% for player wins
MinVictoryPointsForAIVictory=0.1 // flips at 10% for ai wins
We can certainly control the value the hex flips to:
HexHealthResetRatio=0.5
But something in my head reminds be that the the hexvalues.gf have some bearing on how a hex drops in value ... but I may be confused again.
Generally it is advised not to touch the values in hexvalues.gf. They do not seem to affect how hex values change.
For the usual DV shifts of one and to flip at zero I use this in metamap.gf:
[Battle]
MinVictoryPointsForPlayerVictory=0.02
MinVictoryPointsForAIVictory=0.01
HexHealthResetRatio=0.02
FriendlyPassThroughHex=3
AllowAIToTakeHexes=0
[VictoryPointModifier]
Easy=1
Med=1
Hard=1
PureAI=0.2
But note that you must make the corresponding setting in Score.gf
[Hex]
WinThreshold =0.02
#4
Base Transition...IIRC placeing a base on a max of initial Def Value will not boost it over the value, but I read through the sql stuff and apparently you can mod this cap once the data is init...Does the def values in hexvalues.gf require consideration of all potential hex values...ie the extra boost in placing a Starbase?
I always set base placement DV boosts to zero as that is what the players want. There are too many exploits if you leave it set to >0. It can be very frustrating for the players.
Once the db is intialised you can mod max DVs to be larger than initial DVs with sql as well as on the flatfile with Dave's new editor. (though that takes a little planning on the flatfile)
I recommend you have a look at these:
ftp://www.dynaverse.net/sfc2_op/server_kits/custom_gfs/The_Forge_gfs.zipand start from there (just changing the db type, map, missions descriptions etc...)
Be sure to pick DieHard's brain too, as he knows some of this stuff better than I. (S'cippy/HerrBurt, the ol Dyna master too)
Ill gander at the forge stuff installing 2003 on the other box now ... had to scrub the abomination that is windows ME off the drive (scavanged from a buddy) .