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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Editor/Scripting Help (Moderator: CafeDave)  |  Topic: Difficulty Multiplier
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TJ
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« on: 05/06/03 at 02:16 AM »

Is it possible to override the difficulty multiplier?

I tried this:

    action enable_game_data_override {}
    ...
    ...
    ...
    action assert_float { name: "difficulty_multiplier"; value: 3.0; }

but it did not work.
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jonedwards
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« Reply #1 on: 05/07/03 at 12:30 PM »

You can't override the difficulty multiplier. You can, however, override the score multipliers.

1) Base score multipliers

/data/sett/scor/happ    // Pirate happiness, default 20
/data/sett/scor/hoar    // Pirate hoard, default value 1
/data/sett/scor/pir0    // Pirate rank 0, default value 0
/data/sett/scor/pir1    // Pirate rank 1, default value 25
/data/sett/scor/pir2     // Pirate rank 2, default value 35
/data/sett/scor/pir3     // Pirate rank 3, default value 45
/data/sett/scor/pir4     // Pirate rank 4, default value 55
/data/sett/scor/pir5     // Pirate rank 5, default value 65
/data/sett/scor/pir6     // Pirate rank 6, default value 75
/data/sett/scor/pir7     // Pirate rank 7, default value 85
/data/sett/scor/pir8     // Pirate rank 8, default value 95
/data/sett/scor/cap0    // Captain rank 0, default value 0
/data/sett/scor/cap1    // Captain rank 1, default value 500
/data/sett/scor/cap2     // Captain rank 2, default value 600
/data/sett/scor/cap3     // Captain rank 3, default value 700
/data/sett/scor/cap4     // Captain rank 4, default value 800
/data/sett/scor/cap5     // Captain rank 5, default value 900
/data/sett/scor/cap6     // Captain rank 6, default value 1000
/data/sett/scor/cap7     // Captain rank 7, default value 1100
/data/sett/scor/cap8     // Captain rank 8, default value 1200
/data/sett/scor/snow    // Snow, default value 50
/data/sett/scor/scho     // Schooner, default value 100
/data/sett/scor/sloo     // Sloop, default value 250
/data/sett/scor/brig     // Brigantine, default value 400
/data/sett/scor/frig      // Frigate, default value 1000
/data/sett/scor/gall      // Galleon, default value 1000

2) Bonus victory condition score multipliers. For each of the victory condition codes ('happ', 'flee', 'hoar', 'nump', 'numc') you can override

/data/sett/vict/[vc code]/happ
/data/sett/vict/[vc code]/hoar
/data/sett/vict/[vc code]/pir[0-8]   // 0-8 specifies rank
/data/sett/vict/[vc code]/cap[0-8] // 0-8 specifies rank
/data/sett/vict/[vc code]/snow
/data/sett/vict/[vc code]/scho
/data/sett/vict/[vc code]/sloo
/data/sett/vict/[vc code]/brig
/data/sett/vict/[vc code]/frig
/data/sett/vict/[vc code]/gall

By default, the standard multiplier is 3. For example, the pirate happiness score multiplier multiplies the pirate happiness score component by 3.


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TJ
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« Reply #2 on: 05/07/03 at 12:58 PM »

That sure does make things a lot tougher. Basically what I was trying to do was change the difficulty multiplier because I don't like the fact that in games where the metals are given for completing the goals sooner (as in many of the campaign games), a gold win can end up scoring more points then a bronze win.

Example: I played episode 4 (Privateers, Not Pirates) twice. The first time I played it I scored 10113 for a Silver win and the second time I got 9623 for a Gold win.

In my scenarios, I was trying to boost the score based on the metal won. I think the better metal should always score better.
« Last Edit: 05/07/03 at 12:59 PM by TJ » Report to moderator   Logged
Jebus
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« Reply #3 on: 05/07/03 at 10:48 PM »

I was confused by the same thing during the demo.  I played three games, getting silver, bronze, and gold, and my bronze score was the highest of the three, followed by silver, with the lowest being gold.
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