Ability Category 23: Commander in Chief Modifiers
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Abilities, except in very special, custom cases have these level of Appliance: Self, Unit, Group, Leader
This ability class (or category), CiCModifiers functions differently, it only apply at the theater level, and only comes from the CiC of the theater (either the Land one or the Naval one).
For the record, this would have been very delicate to add to all abilities categories the possibility to function at the theater level. Too much computing and mutual updates between entities would certainly have generated either deadlocks, or at least slowdowns.
The CiCModifiers category thus has its own inserts, at very low level, in the code and all its effects are custom to it. Corollary, it also means that its not because an ability can do effect X that the equivalent, theater-level, CiCModifiers exists. Everything is custom code, done for this category.
The alias when using this ability in the Abilities DB file is: $abiCiCModifiers = 23 (it should be listed in \Aliases\Abilities Kind.ini)
A file dedicated to CiC Modifiers effects should exist in the \Aliases\ directory also: CiC Modifiers.ini
As of 2009-12-04 it contains these effects:
// Commander in chief ability class
$abiCiCMaxCohLand = 0 // Adjust the max cohesion of sub units
$abiCiCMaxCohNav = 1
$abiCiCMaxCohAir = 2
$abiCiCCohRegainLandPerc = 3 // Coh regain per day [when it is a perc, it is compared to normal, i.e 15 = +15%, 0 is no change, -10 is -10% ...}
$abiCiCCohRegainNavPerc = 4
$abiCiCCohRegainAirPerc = 5
$abiCiCInitLand = 6 // Modifier to Init (combat)
$abiCiCInitNav = 7
$abiCiCInitAir = 8
$abiCiCTQLand = 9 // Modifier to discipline / Troop quality
$abiCiCTQNav = 10
$abiCiCTQAir = 11
$abiCiCPatrolLand = 12 // modifier to patrol value
$abiCiCPatrolNav = 13
$abiCiCPatrolAir = 14
$abiCiCEvaLand = 15 // modifier to evasion value
$abiCiCEvaNav = 16
$abiCiCEvaAir = 17
$abiCiCDtcLandByLand = 18 // modifier to detection value of land units, by land units (very powerful!)
$abiCiCDtcLandByNav = 19
$abiCiCDtcLandByAir = 20
$abiCiCDtcNavByLand = 21
$abiCiCDtcNavByNav = 22
$abiCiCDtcNavByAir = 23
$abiCiCHideLand = 24 // modifier to hide value of land units (very powerful!)
$abiCiCHideNav = 25
$abiCiCProgRateLandPerc = 26 // ProgCost in fact, so -10% is better than +10% ...
$abiCiCProgRateNavPerc = 27
$abiCiCProgRateAirPerc = 28
$abiCiCLdrStratLand = 29 // modifier to strat rating of land leaders (powerful)
$abiCiCLdrStratNav = 30
$abiCiCLdrOffLand = 31
$abiCiCLdrOffNav = 32
$abiCiCLdrDefLand = 33
$abiCiCLdrDefNav = 34
$abiCiCCommandLdrLand = 35 // modifier to Command Points of all land leaders
$abiCiCCommandLdrNav = 36
$abiCiCProgSupplyUseLandPerc = 37 // modifier to supply usage, -15% is good, +15% is bad
$abiCiCProgSupplyUseNavPerc = 38
$abiCiCFrontageLandPerc = 39 // Modifier to frontage cost (land units only), -10% is better than +10% here
Adding and encoding a CiC Modifiers ability in the Database:
This ability should only be at the Leader level of appliance (this is somehow fake, as it apply at the Theater Level in fact). The family should be 0 (any will do...) Each modifier is encoded by 2 data. First the modifier type (e.g $abiCiCCommandLdrLand), in columns 0, 2, 4, 6, 8 or 10 and then the value of the modifier, in column 1,3,5,7,9 or 11. You can have up to 6 modifiers per ability. For example adding +1 CP to all Land leaders would ask for $abiCiCCommandLdrLand in Param 0 and the value 1 in Param1.
Distinguishing between the Land CiC and the Naval CiC
There are 2 CiC per theater in fact. One is the Land CiC and one is the Naval CiC. Each can use all the modifiers of the list, but for consistency purpose it is advised to give to the Land CiC land modifiers, and to the Naval CiC the naval modifiers. But theoretically, there is no restriction (you can make a Land CiC giving modifiers to both land and naval units/leaders).
--Pocus 08:38, 4 December 2009 (UTC)