Older Changelogs
[
v1.12 ] 04-06-2008
- Added Settings:
* 'Move SPs up by' - will allow hiding the strategic points under the ground or in the sky where no one can see them

Works good because territory icons remain onscreen and on tactical maps when hiding points like this. Although AI doesn't work if you put your sectors too far (that's way not far enough to put points high or low enough that they are invisible, that's why i suggest using setting -15)
* 'If no units present in the sector' setting 3
* 'If no units present in the sector: Decrement' - these two will allow decreasing points if there are no units in the sector
* 'Dynamic information'
> * 'Show on' setting 4, which allows showing territory information about whatever territory the mouse is on
- Fixed the bug when ATC_Stop wouldn't hide showing information
[
v1.11 fixed ] 02-06-2008
Sorry for the last releases, it was entirely my bad it wasn't working. The thing is - I've added the UPG.ALLIES.RESOURCE2 upgrade to the luaconsts file and also added it to this code, therefore it was always giving an error, because the upgrade blueprint didn't actually exist.
Thanks to Jarhead for helping me find the error!
[
v1.11 ] 02-06-2008
- Added ATC_Start and ATC_Stop as console commands
- Fixed the bug. This time for sure
- Fixed Setting recovery after ATC_Stop
[
v1.10 fixed ] 31-05-2008
Don't know what exactly i did (therefore someone please confirm that all the tests go good) but it's now not giving that error at the beginning of the game.
- Fixed Scar error in the beginning of the game (please confirm)
- Added global variable g_ATC_Enable which takes care of enabling and disabling ATC at game start or right during the game.
[
v1.10 ] 27-05-2008
A big release here. I've been working on it all day, added exactly 11110 more characters without spaces to the code

UpgradeSystem is now up and running! It is also a different file, so don't forget to extract it to your scar folder.
- Added UpgradeSystem and 'Upgrades' setting
- Added proper player assignment to the sectors. Player having most points in the sector will become the owner, or if there are a couple of players with same points in the sector, random player is chosen
- Fixed 'Exclude Entities' to be working properly. I put [i] instead of [j] in the loop accidentally.
- Added possibility to dynamically turn off and on the ATC (functions ATC_Start and ATC_Stop)
- Added information printing to the in-game console on ATC_Start
What is still there to do:
- Add the support for non permanent upgrades (make 'validate' setting work)
- Add additional settings due to the second addition (proper player assignment to the sectors). It makes it easy to for example allow players capture separately and not by teams in non-incremental mode. But i will add this setting for incremental now as well!
- Comment the upgradesystem.scar
- Comment the possible actions performed with the upgrades
- Finish writing the upgradesystem.scar and add more requirements
[
v1.9 ] 25-05-2008
- Tweaked and set proper values for some settings (entity capture rate was 10 instead of 2 for some races, forgot to change since testing)
- Filled some tables for proper entity detection (for example mines were able to capture territory, but can't anymore)
- Added Settings:
* 'Race Settings'
> * 'Extra Included Squads'
> * 'Excluded Entities'
[
v1.8 ] 23-05-2008
Yet another bug fixing version..
- Fixed random territory capturing.
- Merged ATC_TerritorySquads and ATC_StrategicPoints into one variable called ATC_Data (with lots of code editing)
[
v1.7 ] 22-05-2008
I'm not sure about fixing the entity detection, but the last addition i made should have done it
- Added Commonwealth Mobile HQ secured sector detection
- Updated 'Secure Structures' table structure
- Changed some default settings
[
v1.6 ] 21-05-2008
More and more bug fixes, when will this end?

- Fixed OP problems thanks to 1SSPzGrenLehr's reports
- Making incremental capture work better with visible and capturable strategic points. Players were able to capture it, but points were recaptured because the counter for that sector was still too high.
- Added 'Capture Time Modifier' setting because of this
- Added 'Check Interval' setting and interval change function
[
v1.5 Proper Hotfixed ] 20-05-2008
- Fixed the fatal scar error when the map has no strategic points
- Updated some functions to work more properly (this could have also caused some errors for advanced users)
[
v1.5 Proper ] 18-05-2008
This version was mainly a fix of all kinds of bugs, no upgrades are yet supported
- Fixed the incremental capture bugs:
* Sectors will properly become neutral according to the settings now
* There are no more unlimited capture actions issued when a player owns a sector (better with the new settings, performance and AI)
- Finally fixed (with a lot of work) the squads in buildings detection.
- Remade the dynamic information display of capture progress settings and mechanics. Now shows text in the desired location on-screen of desired color and updates it properly.
- Added settings:
* 'Dynamic information'
> * 'Show on'
> * 'Position'
> * 'Color'
> * 'Hide delay'
* 'Race Settings'
> * 'Capturing Rate Multiplier'
[
v1.4 ] 11-05-2008
- Added support for showing information on strategic point capture progress
- Fixed some issues with incremental capture
- Added 'Show info on' setting
- Added 'Show info: update' setting
- Added 'Capture Incremental: neutral on - points' setting
[
v1.3 (beta) ] 08-05-2008
Wasn't hoping to release this version in 1 day, but i did ^^
Still a beta, so many changes in one day can't work out as good as i hope
- Added check for squads in buildings
- Added check for secure structures (secured sectors should not be captured)
- Added check for emplacements and captured buildings. This has to be tuned.
- Sectors can now be captured by point counter. Points are collected faster if there are more squads, emplacements etc in the sector and sector is captured faster
- Added per race settings
- Lots of other changes i can't even remember about
- New settings:
* 'Race Settings':
> * 'Excluded Squads'
> * 'Squad Capture Rate'
> * 'In Building Squad Capture Rate'
> * 'Entity Capture Rate'
> * 'Special Squads'
> * 'Special Entities'
* 'Exclude entities'
* 'Exclude in buildings'
* 'Capture Incremental: max points'
* 'Capture Incremental'
* 'Secure Structures'
* 'Capture Secured'
* 'Min points to capture' (was 'Min squads to capture')
Things to do:
- fix comments to suit new setting names
- fill the special squads and entities tables
[
v1.2 ] 07-05-2008
- Added 'Hide strategic points' setting
- Fixed the bug with 'If no units present in the sector' setting
- Fixed serious error that caused a scar error when any sector is made neutral by enemy presence
[
v1.1 ] 07-05-2008
- Yet again added support for 'If no units present in the sector' setting (was accidentally removed with the last release)
- Added 'Min units to outnumber to capture' setting
- Fixed the 'If Enemy Present' setting. Still didn't check all the settings, but should be working fine
- Changed some standart settings
[
v1.1 (beta) ] 06-05-2008
- Added 'Exclude Retreating' setting
- Added 'Excluded Squads' setting
- Trying to fix the 'Sector - If Enemy Present' setting (not sure if it works)
- Remade lots of the code. Now checks for team unit counts instead for player unit counts
- Changed some standart settings
[
v1.0 ] 06-05-2008
- Release
Code:
ATC_Settings = {
["Capture Incremental"] = true, -- Default: true
-- Determines if the point counting will be incremental or not. This works like the timer, each
-- time squad, implacement, captured building in territory adds its own points with each count,
-- if the check is incremental than these points will be raised each and every check
-- Note: If check interval is small incremental capturing will go faster
-- Note: Setting to true disables If Enemy Present Setting!
["Use squad member count"] = true, -- Default: true
-- Determines how to use squad member count with the ATC
-- If set to true squads with 3 members will have 3x capture rate
["Min points to capture"] = 50, -- Default: 50
-- Determines what number of points a team needs to have for the territory sector to capture it
-- Points are counted for different squads, captured buildings and emplacements differently
["Capture Incremental: neutral on"] = 1, -- Default: 1
-- Determines when the point becomes neutral
-- 0 - Never. Enemy team captures only when it has enough points
-- 1 - If player has less points than min points to capture
-- 2 - If player has less than 'Capture Incremental: neutral on points' points
["Capture Incremental: neutral on - points"] = 25, -- Default: 25
-- See 'Capture Incremental: neutral on'
-- Note: Shouldn't be bigger than 'Min points to capture'
["Capture Incremental: max points"] = 1000, -- Default: 1000
-- The maximum number of points for the sector, so the process of capture doesn't go too slowly
-- Set to 0 to disable this limit
["Min points to outnumber to capture"] = 1, -- Default: 1
-- minimum units needed to outnumber the enemy by to capture the territory on 'If Enemy Present'
-- set to 3 or 4
["If no units present in the sector"] = 3, -- Default: 3
-- Determines what to do when there's no units in the current sector
-- 0 - Do nothing
-- 1 - Make neutral if not in supply
-- 2 - Make neutral
-- 3 - Increase the points (available only with incremental capture)
["If no units present in the sector: Increment"] = 0.05, -- Default: 0.05
-- How many points will be added if there are no units in the sector on
-- 'If no units present in the sector' set to option 3
-- You can also use a negative value which would instead make point decrease
["If no units present in the sector: Min points to decrement to"] = 50, -- Default: 50
-- If 'If no units present in the sector: Increment' has a negative value it will not go lower
-- than this ammount of points
["If Enemy Present"] = 0, -- Default: 0
-- Determines what to do when there's an enemy in the current sector
-- 0 - Make neutral if there are more than min units to capture on enemy team in the sector
-- 1 - Make neutral if there are enemy units in the sector
-- 2 - Make neutral if there are enemy units in the sector or capture by team having more squads
-- than other team by 'Min squads to capture' in the sector and having more squads than 'Min
-- squads to capture'
-- 3 - Do nothing or capture by team having more squads than other team by 'Min points to
-- outnumber to capture' in the sector and having more than 'Min points to capture'
-- 4 - Do nothing. Territory stays owned by its previous owner until all squads and entities of
-- that team are removed from that sector
["Capture Secured"] = false, -- Default: false
-- If enabled, then secured strategic points will also be captured with ATC
["Secure Structures"] = {
{EBP.ALLIES.OBSERVATION_POST, {}},
{EBP.AXIS.OBSERVATION_POST, {}},
{SBP.CW.HQ, {UPG.CW.MOBILEHQ}},
{SBP.CW.HQ_REINFORCEMENT, {UPG.CW.MOBILEHQ}},
{SBP.CW.ARMOUR_HQ, {UPG.CW.MOBILEHQ}},
{SBP.CW.INFANTRY_HQ, {UPG.CW.MOBILEHQ}},
}, -- A table of tables of entities or squads and a table of upgrades needed to see if they can
-- secure with which a sector is secured. If such entity or squad is present in the sector,
-- has all the upgrades listed and is owned by a team than the sector is considered secured
-- by that team
["Exluded Strategic Points"] = {},
-- a table of strategic points (entity blueprints) NOT included at ATC_FindTerritorySectors.
-- This might be needed with campaign! Note: VPs are not included automatically
["Exclude retreating"] = true, -- Default: true
-- Determines whether to include the retreating squads when counting
["Exclude in vehicles"] = false, -- Default: false
-- Determines whether to include squads which are in hold of other squads (vehicles)
["Exclude in buildings"] = false, -- Default: false
-- Determines whether to include squads in buildings when counting.
["Include all in buildings"] = false, -- Default: false
-- Determines whether to include squads in buildings when counting even if they are not
-- originally capturers or not
-- Note: Doesn't work if 'Exclude in buildings' is on
["Exclude entities"] = false, -- Default: false
-- Determines whether to include buildings built in the territory sectors when counting.
["Dynamic information"] = {
["Show on"] = 4, -- Default: 4
-- Determines whether to show a text about territory capturing progress when the mouse is on
-- the Strategic Point.
-- Note: First 3 settings can't work if the 'Hide strategic points' option is on
-- 0 - Never
-- 1 - On mouse over
-- 2 - On select
-- 3 - On both mouse over and select
-- 4 - Show always. About whatever territory the mouse is on
["Percent"] = true, -- Default: true
-- If set to true it will show percentage of total capture points instead of points as they are
-- You might want to play with min points to capture to get an easy percentage number for that
-- Only for incremental capturing
["Show max points"] = false, -- Default: false
-- If set to true additional text ' / *maxpoints*' will be added to the information text
-- Only for incremental capturing
["Show enemy points"] = true, -- Default: true
-- If set to true enemy count in the sector will also be shown
-- Only for non-incremental capturing
["Position"] = {0.05, 0.15}, -- Default: {0.05, 0.15}
-- {x, y} on screen
["Color"] = {255, 255, 255}, -- Default: {255, 255, 255}
-- {Red, Green, Blue}
["Hide delay"] = 0, -- Default: 0
-- Will hide the info after this amount of seconds (Without updating it!)
},
--## READ ONLY variables.
-- Don't be afraid to change them in the file though since they are applied
-- at game start anyway!
-- These variables will be updated if they are changed through appropriate functions, but will not
-- change anything if you change them ingame directly through the ATC_Settings.
["Check Interval"] = 0.5, -- Default: 0.5
-- The main ATC check function call interval in seconds
-- Note: Can't be modified in-game through settings. Use ATC_ChangeCheckInterval(newInterval)
["Hide strategic points"] = true, -- Default: true
-- Makes all the strategic points invisible if enabled
-- Note: Use this instead of making them invisible with Corsix mod studio, or AI will not capture
-- Note: AI will still be able to build observation points
-- Note: Can't be modified ingame through settings. Use ATC_SP_Hide(hide)
["Move SPs up by"] = 0, -- Default: 0
-- Modifies all the strategic point y positions by this number.
-- Note: Can't be modified ingame through settings. Use ATC_SP_YPos(pos)
["SP Copies"] = 1000, -- Default: 1000
-- If set to false, there will be no copies created.
-- This can be used in combination with 'Hide strategic points' to disable people from capturing
-- and seeing strategic points, but keep the strategic point icon on the tactical map.
-- Note: Not working when 'Hide strategic points' is false
-- Note: Not tested with ATC_FindTerritorySectors call after the game start. Might put these
-- copies into ATC and create more CPU usage
-- Note: Can't be modified in-game through settings. Use ATC_SPCopy_YPos(pos)
["Capture Time Modifier"] = 1000, -- Default: 1000
-- Modifies the default capture time for each and every strategic point
-- Set to high amount to make it work better with incremental capture
-- Setting to low amount will allow player to capture the sector, but if there are enemies in
-- the sector and the counter still haven't reached the proper amount the territory will be
-- captured back by the enemy
-- Note: Can't be modified ingame through settings. Use ATC_ModifyCaptureTime(modifier)
["Race Settings"] = {
-- These are different settings for each army in game used with the code.
-- Note: Do not update these settings through this table ingame. These settings are
-- automatically copied for each player at the game start. That table is indexed by player indexes,
-- so you can find needed player there with World_GetPlayerIndex or World_GetPlayerCount
--
-- ## Some explanations:
-- Index (TRACE_ALLIES, TRACE_AXIS..)
-- This is the race name to find the race by. You can find these at luaconsts.scar
-- 'Extra Included Squads'
-- a table of squads included when counting capture points no matter that they can't
-- originally capture (you can also include all the tanks here)
-- 'Excluded Squads'
-- a table of squad blueprints that will not be included when counting capture points.
-- Note: Squads that originally can't capture will also be skipped, unless they are in
-- the included squads table
-- 'Excluded Entities'
-- a table of entity blueprints that will not be included when counting capture points.
-- 'Capturing Rate Multiplier'
-- Multiplier applied to squad capture rate if it is capturing the strategic point.
-- Note: If you have the invisible SPs on, then AI will still be able to capture.
-- You might want to set it to 1 to play it fair, but you might just aswell want the
-- multiplier left as it is to help out AI capture faster
-- 'Squad Capture Rate'
-- How fast will this race squads capture.
-- 'In Building Squad Capture Rate'
-- How much faster will this race squads in buildings (modifier)
-- 'Entity Capture Rate'
-- How fast will this race entities capture.
-- 'Special Squads'
-- A table indexed by squad blueprints containing a modifier of capture rate for the squad
-- Example: [SBP.ALLIES.JEEP] = 0.5,
-- 'Special Entities'
-- A table indexed by entity blueprints containing a modifier of capture rate for the entity
-- Example: [EBP.ALLIES.MG_NEST] = 2,
--
[TRACE_ALLIES] = {
["Excluded Squads"] = {
SBP.ALLIES.SNIPER,
},
["Excluded Entities"] = {
EBP.ALLIES.MINES,
EBP.ALLIES.MINES_RIFLEMEN,
EBP.ALLIES.TANK_TRAP_RIFLEMEN,
EBP.ALLIES.TANK_TRAP,
EBP.ALLIES.SANDBAG_RIFLEMEN,
EBP.ALLIES.SANDBAG,
EBP.ALLIES.BARBED_WIRE_RIFLEMEN,
EBP.ALLIES.BARBED_WIRE,
},
["Extra Included Squads"] = {
SBP.ALLIES.JEEP,
},
["Capturing Rate Multiplier"] = 2,
["Squad Capture Rate"] = 1,
["In Hold Squad Capture Rate"] = 1.5,
["Entity Capture Rate"] = 5,
["Special Squads"] = {
},
["Special Entities"] = {
},
},
[TRACE_AXIS] = {
["Extra Included Squads"] = {
SBP.AXIS.MOTORCYCLE,
},
["Exluded Squads"] = {
SBP.AXIS.SNIPER,
SBP.AXIS.OFFICER,
},
["Excluded Entities"] = {
EBP.AXIS.TANK_TRAP,
EBP.AXIS.SANDBAG,
EBP.AXIS.MINES,
EBP.AXIS.BARBED_WIRE,
},
["Capturing Rate Multiplier"] = 2,
["Squad Capture Rate"] = 1,
["In Hold Squad Capture Rate"] = 1.5,
["Entity Capture Rate"] = 5,
["Special Squads"] = {
},
["Special Entities"] = {
},
},
[TRACE_ALLIES_COMMONWEALTH] = {
["Extra Included Squads"] = {
SBP.CW.COMMAND_CROMWELL,
},
["Exluded Squads"] = {
},
["Excluded Entities"] = {
EBP.CW.DEMOLITION_CHARGE,
EBP.CW.MINES,
EBP.CW.SANDBAG,
EBP.CW.BARBED_WIRE,
EBP.CW.RADIO_BEACON,
EBP.CW.SLITTRENCH_NEST,
},
["Capturing Rate Multiplier"] = 2,
["Squad Capture Rate"] = 0.8,
["In Hold Squad Capture Rate"] = 1.5,
["Entity Capture Rate"] = 4,
["Special Squads"] = {
[SBP.CW.COMMAND_CROMWELL] = 1.5,
},
["Special Entities"] = {
},
},
[TRACE_AXIS_PANZER_ELITE] = {
["Extra Included Squads"] = {
},
["Exluded Squads"] = {
},
["Excluded Entities"] = {
EBP.ELITE.BARBED_WIRE,
EBP.ELITE.MINE_TELLER,
EBP.ELITE.MINE_AIR_DROPPED,
EBP.ELITE.SANDBAG,
EBP.ELITE.TANK_TRAP,
},
["Capturing Rate Multiplier"] = 2,
["Squad Capture Rate"] = 1.25,
["In Hold Squad Capture Rate"] = 1.5,
["Entity Capture Rate"] = 5,
["Special Squads"] = {
},
["Special Entities"] = {
},
}
},
["Upgrades"] = {
-- These are different settings for each army in game used with the code.
-- This table will allow checking for player upgrades and change anything from the
-- 'Race Settings' table for each player separately.
-- Note: Only player upgrades are checked, NOT entity or squad or any other upgrades
-- Note: Do not update these settings through this table in-game. These settings are
-- automatically copied for each player at the game start. That table is indexed by player indexes,
-- so you can find needed player there with World_GetPlayerIndex or World_GetPlayerCount
--
--### Some explanations:
-- Index (TRACE_ALLIES, TRACE_AXIS..)
-- This is the racename to find the race by. You can find these at luaconsts.scar
--
-- The table itself consists of more tables with separate upgrades.
-- Each upgrade can have these settings (* - required for the upgrade to work):
--
-- For more information see upgradesystem.scar
--
[TRACE_ALLIES] = {
{ -- Upgrades the Jeep capture rate with the Resource 2 or Armored doctrine upgrades
["requirements_operation"] = UpgradeSystem_OPERATION_OR,
["requirements"] = {
{UpgradeSystem_PlayerUpgrade, BP_GetUpgradeBlueprint("upgrade/allies/allies_resource_upgrade_advanced.lua")},
{UpgradeSystem_PlayerUpgrade, UPG.COMMANDER_TREE.ALLIES.ARMOR},
},
["actions"] = {
{UpgradeSystem_ACTION_TABLEACTION, {
["index"]="Special Squads",
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.ALLIES.JEEP, ["value"] = 1.5}},
},
}},
},
},
{ -- Enables sniper capturing with Infantry Doctrine or Airborne + Resource 2 upgrades
["requirements_operation"] = UpgradeSystem_OPERATION_OR,
["requirements"] = {
{UpgradeSystem_PlayerUpgrade, UPG.COMMANDER_TREE.ALLIES.INFANTRY},
{UpgradeSystem_PlayerUpgrade,
{BP_GetUpgradeBlueprint("upgrade/allies/allies_resource_upgrade_advanced.lua"), UPG.COMMANDER_TREE.ALLIES.AIRBORNE}},
},
["actions"] = {
{UpgradeSystem_ACTION_TABLEACTION, {
["index"] = "Excluded Squads",
["actions"] = {
{UpgradeSystem_ACTION_REMOVEVALUE,
{["find"]=true,["find_value"]=SBP.ALLIES.SNIPER}},
}
}},
},
},
},
[TRACE_AXIS] = {
{ -- If there's an officer in the field, all units capture faster
["validate"] = true,
["requirements"] = {
{UpgradeSystem_Player_HasSquad, SBP.AXIS.OFFICER},
},
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE, {
["index"]="Squad Capture Rate",
["operation"] = UpgradeSystem_ACTION_UPDATEVALUE_ADD,
["value"] = 0.5,
}},
},
},
},
[TRACE_ALLIES_COMMONWEALTH] = {
{ -- Units capture faster if there are more lieutenants on the field. All 3 upgrades are the same, just unit count differs
["validate"] = true,
["requirements"] = {
{UpgradeSystem_Player_HasSquad, SBP.CW.LIEUTENANT},
},
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE, {
["index"]="Squad Capture Rate",
["operation"] = UpgradeSystem_ACTION_UPDATEVALUE_ADD,
["value"] = 0.1,
}},
},
},
{
["validate"] = true,
["requirements"] = {
{UpgradeSystem_Player_HasSquad, {SBP.CW.LIEUTENANT, 2}},
},
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE, {
["index"]="Squad Capture Rate",
["operation"] = UpgradeSystem_ACTION_UPDATEVALUE_ADD,
["value"] = 0.1,
}},
},
},
{
["validate"] = true,
["requirements"] = {
{UpgradeSystem_Player_HasSquad, {SBP.CW.LIEUTENANT, 3}},
},
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE, {
["index"]="Squad Capture Rate",
["operation"] = UpgradeSystem_ACTION_UPDATEVALUE_ADD,
["value"] = 0.1,
}},
},
},
{ -- Units capture faster if there's a captain on the field
["validate"] = true,
["requirements"] = {
{UpgradeSystem_Player_HasSquad, SBP.CW.CAPTAIN},
},
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE, {
["index"]="Squad Capture Rate",
["operation"] = UpgradeSystem_ACTION_UPDATEVALUE_ADD,
["value"] = 0.3,
}},
},
},
{ -- Tanks slowly capture if there's a cromwell command tank on the field
["validate"] = true,
["requirements"] = {
{UpgradeSystem_Player_HasSquad, SBP.CW.COMMAND_CROMWELL},
},
["actions"] = {
{UpgradeSystem_ACTION_TABLEACTION, {
["index"]="Special Squads",
["actions"] = {
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.BREN_CARRIER, ["value"] = 0.1}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.CHURCHILL_AVRE, ["value"] = 0.7}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.CHURCHILL_CROC, ["value"] = 0.7}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.CHURCHILL, ["value"] = 0.7}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.CHURCHILL_SP_CAEN, ["value"] = 0.7}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.CROMWELL, ["value"] = 0.5}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.STUART, ["value"] = 0.25}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.PRIEST, ["value"] = 0.1}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.FIREFLY, ["value"] = 0.6}},
{UpgradeSystem_ACTION_UPDATEVALUE_SET,
{["index"] = SBP.CW.TETRARCH, ["value"] = 0.2}},
},
}},
{UpgradeSystem_ACTION_TABLEACTION, {
["index"]="Extra Included Squads",
["actions"] = {
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.BREN_CARRIER},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.CHURCHILL_AVRE},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.CHURCHILL_CROC},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.CHURCHILL},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.CHURCHILL_SP_CAEN},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.CROMWELL},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.STUART},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.PRIEST},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.FIREFLY},
{UpgradeSystem_ACTION_ADDTONUMERICTABLE, SBP.CW.TETRARCH},
},
}},
},
},
},
[TRACE_AXIS_PANZER_ELITE] = {
{ -- Makes Panzer Grenadiers capture faster with their capture rate upgrade
["requirements"]={
{UpgradeSystem_PlayerUpgrade, UPG.ELITE.CAPTURE_RATE},
},
["actions"]={
{UpgradeSystem_ACTION_UPDATEVALUE, {
["index"]="Squad Capture Rate",
["operation"]=UpgradeSystem_ACTION_UPDATEVALUE_MULTIPLY,
["value"]=1.5,
}},
},
},
}
}
}