# Acclimatization is a feature, where a unit get's reduced weather penalty after spending much time in it. # It is possible to add more types than just cold_climate and hot_climate. # # "gain_when" happens when any of the listed static modifiers is applied to the unit. # The value next to it, is the % value for how fast the acclimatization should grow in this conditions. # The % value is between 0.0 and 100.0 instead of 0.0 to 1.0 to avoid precision loss problems. # So for example 0.05 is not 5%, but actually 0.05%. # It is possible that multiple conditions are active, then the speed value is a sum of them. # The total sum is multiplied by the balancing define: ACCLIMATIZATION_SPEED_GAIN (see 00_defines.lua). # # "weather_modifiers_reduction_factor" is how much does it affect the penalties from the weather's static modifiers, # when the acclimatization reach 100%. # # "change_camo_when" may contain a keyword "snow" or any scriptable terrain type name. It's possible to have multiple values separated by space. # # Modification of the look of the units that has high enough acclimatization (see ACCLIMATIZATION_CAMO_SHOW_AT in 00_graphics.lua), can be done # in 2 different ways: # A) Quick texture replacement # B) A whole new asset # To replace the texture (A), it's enough to have the file in the same location as it's original file with a keyword from "change_camo_when" appended at the end. # For example if there are original textures like: # gfx\models\units\ENG_infantry_diffuse.dds # gfx\models\units\ENG_infantry_normal.dds # gfx\models\units\ENG_infantry_spec.dds # Just add 2 versions for each, for example: # gfx\models\units\ENG_infantry_diffuse_desert.dds # gfx\models\units\ENG_infantry_diffuse_snow.dds # gfx\models\units\ENG_infantry_normal_desert.dds # gfx\models\units\ENG_infantry_normal_snow.dds # gfx\models\units\ENG_infantry_spec_desert.dds # gfx\models\units\ENG_infantry_spec_snow.dds # The normal and specular textures are optional. # If you need a whole new asset (B), you need to create a new entry with a keyword at the end of the asset name. # For example in: gfx\entities\units_infantry.asset # commonwealth_gfx_infantry_entity # commonwealth_gfx_infantry_entity_desert # commonwealth_gfx_infantry_entity_snow # Where each has it's own model, textures, and animations. # # It is possible to script multiple keywords in "change_camo_when", for example in hot_climate # it may change the camo while in desert jungle marsh etc. In this case the correct one will be # picked due to the location. cold_climate = { gain_when = { weather_blizzard = 0.2 weather_snow = 0.1 weather_extreme_cold = 0.2 weather_very_cold = 0.1 weather_ground_snow_medium = 0.1 weather_ground_snow_high = 0.15 } weather_modifiers_reduction_factor = 0.5 change_camo_when = { snow } } hot_climate = { gain_when = { weather_very_hot = 0.2 weather_extreme_hot = 0.4 } weather_modifiers_reduction_factor = 0.5 change_camo_when = { desert } forbid_camo_when = { snow } }