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The invasions are what defeated me. Not because they're difficult but because they're a grinding slog. Its not that invasion are inherently a bad thing, but rather, having to continually deal with invasions over so many sectors with a difficult to use UI turns the campaign into whack-a-mole. It becomes a chore.
Does anyone know what MaxNbOfAssaults means, as well as what the Thread_<RACE> means?
I extracted and copied out two sample sectors for examples:
Path: \Battlefleet Gothic Armada II\BattlefleetGothic2\Content\Data\CSVData
File: GeneralCampaign_BlackBoard.csv
Parameter:
Yes I modified this too and I think that altering both values is the answer to modifying the number of invasion fleets. It seems that the AI invasions take your current max fleet strength and there is a random number of AI fleets in an invasion; If your max fleet size is 850 its 850 x 1 = 850 or 850 x 2 = 1700 etc.
Haven't seen any invasions as I am currently only in the sectors that have no invasions so I cannot confirm.
And yes the max number of assaults is assaults within a sector, for example maximum of 5. So if an AI has 10 fleets in a sector only 5 of them can move at one time.
Just trying to clearly document the behavior of the two parameters:
File: SectorLevelDesign.csv
Param: MaxNbOfInvasions
Description: Maximum number of invasions possible for a sector in one turn
File: GeneralCampaign_BlackBoard.csv
Param: AI_Invasion_FleetsNbr
Description: Maximum possible number of fleets per invasion, based on player's current fleet size.
Yes I do believe these both are correct.
MaxNbOfInvasions = Maximum number of invasions in a sector at the same time. If there is a new invasion the old one is overwritten.
AI_Invasion_FleetsNbr = Maximum number of AI fleets within one invasion, as translated what is written in the "name" of the parameter.
Before the beta patch I think it was 1-3, now its 1-2. BUT I have seen 2400 and 2700 strength invasions too, so I am really not sure about this without testing. If the bigger fleets were before patch I think they might have toned down the invasions so that it wouldn't be such a grindfest anymore.
Also in the file GeneralCampaign_Blackboard.csv there are Threat Augmentation factors. Perhaps these are used to augment the result of the calculations we described earlier:
I'm assuming a ThreatAugmentation value of zero (0) would mean no modification to the base invasion fleet size, assuming it's based on the player's current fleet size and the base number of invading fleets (parameter AI_Invasion_FleetsNbr). However if the Threat Augmentation is a multiplier to the total result then it would probably cause a crash if set to zero.
I'm hoping a value zero just means don't modify the base invading fleet size, but would require a test.
Such as a file with costs -50% for example?
I tried to make one manually but in the game it causes ships to be called "missing key" and most values are 0. Is this a case of a missing comma?
Cheers
SectorBonus_AnyFaction_AnySectors_AllAI_ThreatLvl_Reduction_lvl1,-1,1
SectorBonus_AnyFaction_AnySectors_AllAI_ThreatLvl_Reduction_lvl2,-2,2
SectorBonus_AnyFaction_AnySectors_AllAI_ThreatLvl_Reduction_lvl3,-2,2
Crank up those numbers so that once you secure a sector the sector is now locked down. A large enough negative value there should reduce invasions to zero, but only if you secure the entire sector. Contested sectors would still be prone to invasions.
Great find! I wonder how this would affect the number of invasions and fleet sizing if modified.
No, those entries only affect enemy activity. You get bonuses based on how much of a sector you control. This bonus is a negative to all enemy activity. Make the bonus/penalty large enough an you can set all enemy activity to zero. This means there should be no invasions at all outside of scripted invasions or those planets that have a 20% chance to spawn an invasion if you don't have a fleet in orbit.
Im excited to try it out. I was autocalcing battles purely out of boredom. Theres just too much happening from all directions its boring