I saw that and I was able to jump up the strength to select points (such as a strength of 120), I began to worry about how far that would go to before it started to bleed over into other stats. I did not want to take the time to learn that whole system to make sure it would work only in the way intended.
The combination of moderately increased armor (being a bit careful here not to say hit 100, but perhaps in the 70's range), along with the strength of 120 should keep the level of difficulty to where I want it. If that does not work, then I can start playing with hex again.
Best,
Saxondragon
What do you mean by "bleeding over into other stats"?
If you look in header.troops.py you see a long line of attribute skills that are traced back to a single hex variable.. looking at the transition (I snipped it below), you see what looks like an upper cap of 767 for Strength before it begins to be interpreted as agility. Ie.. a strength of 768 is = 300 hex... which is the same value for agility of 3.
str_28 = bignum | 0x0000001c
str_29 = bignum | 0x0000001d
str_30 = bignum | 0x0000001e
agi_3 = bignum | 0x00000300
agi_4 = bignum | 0x00000400
agi_5 = bignum | 0x00000500
agi_6 = bignum | 0x00000600
agi_7 = bignum | 0x00000700
then the same sort of pattern appears between agil and int, with the gap being much much larger.
agi_26 = bignum | 0x00001a00
agi_27 = bignum | 0x00001b00
agi_28 = bignum | 0x00001c00
agi_29 = bignum | 0x00001d00
agi_30 = bignum | 0x00001e00
int_3 = bignum | 0x00030000
int_4 = bignum | 0x00040000
int_5 = bignum | 0x00050000
int_6 = bignum | 0x00060000
int_7 = bignum | 0x00070000
Now I have no idea why it is set up like this, or even if it is indeed a single hex value.. but if it were not such a value, then why go through this elaborate trouble for definitions?
That is what I mean..