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AutoRaise

Posted: Wed Apr 02, 2008 12:15 pm
by lodilefty
Inside the 'nuts and bolts' of AutoRaise:

I understand (I think) AutoRaiseOn command and how to assign units to respond to AutoRaise.

AutoRaise appears to assign a quantity of each unit, which in themselves define the Area they appear. It also defines the 'dismiss' probablity for each unit

Several questions
[INDENT]
  1. Which months does AutoRaise disband? BoA? AACW? NCP?
  2. Which months does AutoRaise levy new units? BoA? AACW? NCP?
  3. Is the quantity defined absolute, or is it modified [by owned VP cities?]
  4. Does AutoRaise then 'count existing' of that unit type and then raise enough to reach the assigned quantity?
  5. ...and, is it possible to write an event that reassigns the AutoRaise quantity and percentage?
  6. If so, will this supercede the previous values, or add to them?
[/INDENT]
Sorry to put so many questions in one topic, but they are interrelated.... :nuts:

Posted: Wed Apr 02, 2008 4:47 pm
by Pocus
Hello and thank you for your interest in our games :)

1. the last of the year. In all games.
2. February and July. In all games. Variables not yet exported for modding. Fill docs #156B-26 in 9 copies and wait 3 months if needed.
3. the quantity specified is the maximum possible, in one raising pass, and if the levy coefficient is at 100%
4. Having units on map reduce the coefficient. Being in a suboptimal configuration in the autoraise area, for the rule followed by the autoraised unit, decrease the coefficient.
5. yes
6. this overwrite.

Posted: Wed Apr 02, 2008 5:40 pm
by lodilefty
Pocus wrote:Hello and thank you for your interest in our games :)

1. the last of the year. In all games.
2. February and July. In all games. Variables not yet exported for modding. Fill docs #156B-26 in 9 copies and wait 3 months if needed.
3. the quantity specified is the maximum possible, in one raising pass, and if the levy coefficient is at 100%
4. Having units on map reduce the coefficient. Being in a suboptimal configuration in the autoraise area, for the rule followed by the autoraised unit, decrease the coefficient.
5. yes
6. this overwrite.


Thank you very much for clarifying this. :coeurs:

Umm, I'm not sure I understand #4. :confused:
[INDENT]What causes 'suboptimal configuration'?
And what 'rule followed' do you mean?[/INDENT]

Sorry if I'm so slow.... :bonk:

Posted: Thu Apr 03, 2008 3:47 pm
by Pocus
you have several kinds of autoraise, ie rules. continental army, rebels, tories, etc. each behave differently, depending of the loyalties and amount of forces in the area of the autoraise. This represent 25-30 variables which are not exported. For example Tories are less drafted in areas where there are British Regular.

Posted: Thu Apr 03, 2008 4:21 pm
by lodilefty
Thank you :king:

With this, I think I can go after some opportunities in WIA.... :siffle:

Posted: Thu Apr 03, 2008 5:30 pm
by PhilThib
I can send you more details if need be :indien:

Posted: Thu Apr 03, 2008 8:29 pm
by lodilefty
PhilThib wrote:I can send you more details if need be :indien:


Yes, please. :king:
It would help knowing what to expect with AutoRaise vs. scripted reinforcements....

After all, the more I know, the more dangerous my ideas.... :niark:

Posted: Fri Apr 04, 2008 7:27 am
by PhilThib
Here are the percentages that are applied to the raise, by category:

Rebel Militias:

aurRebel_NoEnemy_ = 12
aurRebel_EnemyNoCity_ = 25
aurRebel_EnemyLessCity_ = 17
aurRebel_EnemyMoreCity_ = 12
aurRebel_EnemyAllCity_ = 6
aurRebel_EnemyAllCityFewSupport_ = 0

Tory Militia :

aurTory_NoFriend_ = 25
aurTory_FriendNoCity_ = 20
aurTory_FriendLessCity_ = 15
aurTory_FriendMoreCity_ = 10
aurTory_FriendAllCity_ = 7
aurTory_FriendAllCityBigSupport_ = 10

Continental Army:

aurContArmy_NoEnemy_ = 50
aurContArmy_EnemyNoCity_ = 25
aurContArmy_EnemyLessCity_ = 20
aurContArmy_EnemyMoreCity_ = 15
aurContArmy_EnemyAllCity_ = 5
aurContArmy_EnemyAllCityFewSupport_ = 0

Most of the descriptive terms are self-explanatory I guess :siffle:

Autoraise are made by theater (i.e. New England, Middle States, South Central, Deep South, etc...). To work out a better idea of things, you check how many units are available in the setup autoraise list (last section of the setup xls first thumbnail) + check the units file (for Continental army for instance) to verify from which theater units come, remove those from the list already on map at the time of check, then apply to those that remains the % give by the above keys based on the situation, and this will give you how many units you'll receive next raise...

NB: units in the units file which have a -1 in the Autoraise column means they are not subject to the rule (i.e. not raised nor counted in the process in anyway).

Of course, all this is done automatically by the code :sourcil:


Example
In Middle States, we have potentially 12 Rebel militias and 3 Tory (from 75 setup) that can be raised. 3 Rebs and 1 Tory are already on map. 12 CA units are possible, 4 are already on map. The brits are in the area and control NYC only. In the following raise, we have extra units as follows:
-> Rebs: 12 max - 3 onmap = 9 * 17% [aurEnemy_FriendLessCity_]= 1.56 unit rounded up to 2
-> Tory: 3 max - 1 onmap = 2 * 15% [aurTory_FriendLessCity_] = 0.3 unit, nothing
-> Continental Army: 12 max - 4 onmap = 8 * 25% [aurEnemy_FriendLessCity_]= 2 units


Hope I am clear...do not hesitate to send mails for more details (cc to Pocus, he knows the rule better) :indien:

Posted: Fri Apr 04, 2008 11:23 am
by lodilefty
Outstanding! :coeurs:

Look out, we're all in trouble now! :niark: :cwboy: :siffle:

[Hmm. These rules remind me of AH game 1776.... :sourcil: ]

Disband percentages

Posted: Thu Apr 24, 2008 10:47 pm
by lodilefty
A question on disband %

Are there any modifiers to these %?

Abilities of commanders seems clear, but how about 'in home state' vs. 'out of state'?

Thanks.....

Posted: Fri Apr 25, 2008 7:02 am
by Pocus
2 maluses yes:
a) if unsupplied, 1.25 chances to be dismissed
b) if the home area is threathened, 1.25 chances to be dismissed

1 safeguard:
a) a region which has no more than 2 militias and is giving a VP (is a strategic town) won't role for disband (the militia guards the location)

Fascinating thread; two ideas

Posted: Sun Jun 29, 2008 12:55 pm
by FM WarB
1) Stagger autoraise and disband months: Raise January, disband April (planting season); Raise July, disband October (harvest season). Months may be adjusted for regional climate differences.
2) Have a trigger for militia auto raise that activates whenever enemy enter territory. It seems now that Brits would always invade in August, for example, a month when Gates received alot of militia.

Posted: Sat Jul 12, 2008 2:08 pm
by FM WarB
lodilefty wrote: Hmm. These rules remind me of AH game 1776.... :sourcil: ]


If I remember that game correctly, tories raised more when Brit regulars were present than not present. The Brits supplied the tories with arms, uniforms, etc for the most part so how could most raise without Brit presence? The exception being ranger types and certain self financed or supporting units, though even Johnson had to go to Canada.

The Brits were often hoping to raise tories in areas they entered, Charleston 76, the south later, Virginia, and Philly, for example. I would guess, also that loyalty settings would have some impact.