hoi4 bombing warscoreamerican airlines check in customer service
Em 15 de setembro de 2022(generally used as double because of roundtrip), multplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes, how often carrier planes do battle inside naval combat, Each Point of carrier_size state adds capacity for this many planes. It works counter-intuitive and does not reward effort. Base amount of research points a country can save per slot. Str below this point is considering a single ship "dying", and a high priority to send to repair. How quickly is desire to unlock naval spirits accumulated? CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR. DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_AIR. You can also expect a few changes to AI, performance, and database. If a unit is in enemy territory with no supply it will consider nearby ports within this distance. Larger value = faster animation. Amount of air planes request for mines planting when there is max desire for it. ), { 0, 200, 200, 200, 100, 200, 100, 0, 0, 100 }, priorities for regions to get assigned to a mission, { 0, 100000, 1000, 1500, 1000, -1, 300, 0, 0, 1000 }, MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN, all-screen taskforces will be shared between convoy defense, mine missions and patrols (in this prio), MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX. armor_officer which boosts panzer_leader (proportional to armor ratio in the army), ARMY_LEADER_ASSIGN_ARMOR_LEADER_IF_NO_ARMOR, Avoid assigning a general with armor skills to an army with no armor (can be negative), If involved in invasion, importance of general's AMPHIBIOUS_INVASION modifier, ARMY_LEADER_ASSIGN_NAVAL_INVASION_PREPARATION, If involved in invasion, importance of general's NAVAL_INVASION_PREPARATION modifier, Importance of general's XP_GAIN_FACTOR modifier, ARMY_LEADER_ASSIGN_SUPPLY_CONSUMPTION_FACTOR, Importance of general's SUPPLY_CONSUMPTION_FACTOR modifier, Importance of general's LAND_REINFORCE_RATE modifier, Importance of general's ARMY_MORALE_FACTOR modifier, MaxUnits for capital defense is at least this. percentage of experienced solders who die when manpower is removed, % of equipment lost to strength ratio in combat, so some% is returned if below 1, troops always carry 3 days of food and supply, supply grace is not decreased instantly when it is buffed temporarily and buff is removed, Max organization is factored by this if completely out of supply, how many days of shitty supply until max penalty achieved, we are not running on our own VP supply so need to steal stuff along the way, we are not running on our own VP supply so need to steal stuff along the way, a bit less due to air supply, amount of extra attrition from being in training, if strength is less than this, the unit will pause training until it's been reinforced, Maximum army XP gained per day from training, CAS bonus factor for air support moddifier for land unit in combat. low and high cap of attack modifier scale. 10, and randomness is 30%, then damage will be between 7-10. multiplier to damage when got critical hit from torpedo. scale the acceptance of hiring a theorist by this number times the amount of non-theorists we have, capped at one. Max sum of score is 1.0. country of size 100x100pix = 10000, GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS, The center gradient is linear 1/255 per pixel for this many pixels, GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS, GRADIENT_BORDERS_THICKNESS_DIPLOMACY_ON_INTEL_LEDGER, GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_A, GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_B, increasing transparency up to 100% when at B, Magic number to balance cutoff on edges without neighbor, GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY, GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY_ON_INTEL_LEDGER, GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA, GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS, GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE, GRADIENT_BORDERS_OUTLINE_CUTOFF_INTEL_LEDGER, GRADIENT_BORDERS_OUTLINE_CUTOFF_PEACE_CONFERENCE, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY, 0 to 1 value for override filling when camera zooms in/out. this along with next value is added together and rolled against a random to start spotting, SUB_DETECTION_CHANCE_SPOTTING_SPEED_EFFECT, effect of spotting speed for initial spotting of pure submarine forces. NAVAL_MINES_ACCIDENT_CRITICAL_HIT_CHANCES, If an accident happens, how likely it is to be a critical hit (caused by naval mines), NAVAL_MINES_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE, Scale the value below in case of critical hit (caused by naval mines), Amount of strength loss when hit by naval mine, Chances one ship get damage each hour while on training, If an accident happens, how likely it is to be a critical hit, TRAINING_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE, Scale the value below in case of critical hit, Amount of strength loss in a training accident, Amount of strength loss in a training accident, propotional to the maximum strength of the ship, Amount of current organization the ship lose. Building in a state with higher infrastructure will reduce the cost of shared buildings. Whether to use truncation select or roulette-wheel select. GIE_VETERAN_MANPOWER_NON_CORE_GAIN_FACTOR. From owned states that are controlled by an enemy. This many divisons are required for the country to be able to send volunteers. War length must be before a surrender is possible. Recommended range -100.0 to 100.0. random factor that is used while picking decisions. Each level of navalbase building repairs X strength and can repair as many ships as its level, Radar range base, first level radar will be this + min, best radar will be this + max. speed penalty per infrastucture below maximum. extra reluctance to join stuff as scared minor. For spotting level "low". Reduced with higher reliability stat. How much lack of resources are worth when evaluating what to build. Overflow will be distributed to the next valid order. Just try to grab as many provinces as you can and if possible bomb them to get more warscore. Acceptance modifier for each year of technology difference. Area defense order base importance value (used for determining order of troop selections). Max officers to show in field officers list, sorted by field EXP. Worst case, this will result in this% of planes no being assigned any order. How much the controlled provinces in area affects the air detection base value. Used to convert the activity level to a color: COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_COLORS, { { 0.1, 0.9, 0.2, 1.0 }, { 0.6, 0.9, 0.2, 1.0 }, { 0.9, 0.7, 0.2, 1.0 }, { 1.0, 0.5, 0.0, 1.0 }, { 0.9, 0.1, 0.2, 1.0 } }. 26 Khoalb 2 yr. ago I tried again, but left the UK with Birmingham, Portsmouth, and Dover, and traded London back and forth. Color of states/provinces when building queue contains one or more of a building type. Plan evaluations above this value are considered more or less safe, Plan evaluations below this value are considered unsafe, The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces. newly created taskforces will use this icon. Max number of missile bombing scenarios in a strategic region. Redirect page. ie offensive combat), fuel consumption ratio while naval transferring, fuel consumption ratio while doing strategic deployment, fuel consumption ratio while just existing, FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO, supply flow that is limited by control of incoming edge provinces will have lesser effect on fuel flow, ratio of the stats that you get from equipments that uses fuel and you lack it, speed mult that armies get when out of fuel, xp gain mult from training when a unit is out of fuel, MAX_ESTIMATED_PLAN_UNITS_NOT_IN_PLACE_FACTOR, Scaled by% of units not in place. Days of client lag for pause of gamespeed. Until first x% of the flight path, the airplane will scale up. If the AI lacks army XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. Scale of the amount of tension created by a countries capitulation. AI host is more likely to accept lend lease requests from a player. The moment when the arrow starts getting closer to the target before it snaps. Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance, Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance, Countries that are too far away are less interesting in diplomacy, Tiny countries should not feel protective or really large ones, Organization% for unit to be considered strong, Strength (equipment)% for unit to be considered strong, Organization% for unit to be considered weak, Strength (equipment)% for unit to be considered weak, Organization% for unit to be considered normal, Strength (equipment)% for unit to be considered normal, % or more of units in an order to consider executing the plan, % or more average plan preparation before executing, Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment, Provinces above this level of fortification will be considered highly fortified by plan evaluation, PLAN_VALUE_FORTIFICATION_LEVEL_MAX_PENALTY, Max plan value penalty from fortification. When the transport plane was hit, we drop unit with reduced manpower. Changing this value (originally 4.0) may cause audio effects to lose sync with animation. Number of missiles shown in a strategic region will be divided by this factor. NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR. I'm intervening in spanish civil war but I can't find the warscore somewhere! When a ship is being damaged (for example port strike) while refitting, the damage is transferred to the production line progress instead. Scale interpolated by invasion progress. Carriers will be overfilled to this amount if there are doctrines to justify it, FIELDED_EQUIPMENT_BUFFER_RATIO_FOR_OCCUPATION_AI, garrison ai will try to leave this ratio of buffers while assigning laws, FIELDED_MANPOWER_BUFFER_RATIO_FOR_OCCUPATION_AI, during occupation ai will only care so much to ask for extra garrisons if VP amount is at least this. the side with higher detection will get a bonus of this value, MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION, will clamp the bonus that you get from detection, HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR, if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has, MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO, maximum penalty to get from larger fleets, HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR, penalty if other side has stronger carrier air force, MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR, max penalty from stronger carrier air force, POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS, each ship that joins the combat will have this penalty to be added into positioning, MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS, the accumulated penalty from new ships will be clamped to this value, POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS, the accumulated penalty from new ships will decay hourly by this value, SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING, screening efficiency (screen to capital ratio) at 0% positioning, AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING, submarine reveal change on 0% positioning, total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction, received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE, MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE. Factor on exile manpower kept when a faction leader capitulates and the hosted exiles are transfered. Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path. Zoom speed multiplier. WANTED_LAND_PLANES_TOTAL_MAX_PER_DIVISION. (If a carrier TF wants 4 carriers (see defines above), but it has more than [this * 4] carriers, then we try to split the TF. Set to 0 for unlimited. Use this variable for game balancing. (basically use capital defense as a buffer if we have "too many units"), AREA_DEFENSE_MINCAP_DESIRED_CAPITAL_DEFENSE. 0 armor will always receive maximum damage (so add overmatching at your own peril). Amount of tension generated by 1 take navy peace action, Amount of tension generated by stacking demilitarize zone on 1 state, multiplied with the state base threat, Amount of tension generated by stacking war reparation on 1 state, multiplied with the state base threat, Amount of tension generated by stacking resource rights on 1 state, multiplied with the state base threat, Amount of tension generated by stacking dismantle military industry on 1 state, multiplied with the state base threat. XP cost for converting one equipment module to a related module when creating an equipment variant. DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_NAVY. To select fully randomly, set this value to 0.0. Showing 1 - 2 of 2 comments Oleg Mongol Jun 7, 2016 @ 5:06am Try to fix supply bottlenecks if supply node saturation exceeds this value. Number of effective bombers in a strategic region will be divided by this factor.
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hoi4 bombing warscore