| 
						 Hello, good wanted if I could please check the code for errors would help me a lot. 
pop cap and resources 
Thanks 
function OnInitID() 
--Population cap override value 
g_popCapOverRide = 600 
 
for i = 1, World_GetPlayerCount() do 
local player = World_GetPlayerAt(i) 
Player_SetPopCapOverride(player, g_popCapOverRide) 
 
end 
 
function CustomStartingResources_Init() 
	--[[ 
	CustomStartingResource System created by Janne252. Visit COH2.ORG for more. Please do not remove this note. 
	 
	Some information about income_modifier table and how to use it: 
		- All resource income modifiers affect the # per minute value. 
		- By default all resource income modifiers are set to 1 (value = 1, math_type = MUT_Multiplication). As you know, anything * 1 is the same value. 
		- MUT_Multiplication multiplies the income rate and MUT_Addition adds to it. Here are some examples of that: 
			- Let's say manpower income is 294 manpower per minute. With value = 10, math_type = MUT_Multiplication we will get 2940 manpower per minute, 
			since 294 * 10 = 2940. 
			Let's say manpower income is still 294 manpower per minute. With value = 10, math_type = MUT_Addition, we will get 304 manpower per minute,  
			since 294 + 10 = 304. 
			 
		- How to add 50 extra munition income?  
			{type = RT_Munition, value = 50, math_type = MUT_Addition} 
		 
		- How to remove 100 from manpower income? 
			{type = RT_Manpower, value = -100, math_type = MUT_Addition} 
			 
		- How to double manpower income? 
			{type = RT_Manpower, value = 2, math_type = MUT_Multiplication} 
	]] 
	 
	local ResourceSets = { 
		standard = { 
			--german: 
			[0] = { 
				manpower = 490, 
				fuel = 20, 
				munition = 0, 
				action = 0, 
				command = 1, 
			}, 
			--soviet: 
			[1] = { 
				manpower = 490, 
				fuel = 50, 
				munition = 0, 
				action = 0, 
				command = 1, 
 
			}, 
			--Obercommando west: 
			[2] = { 
				manpower = 240, 
				fuel = 40, 
				munition = 0, 
				action = 0, 
				command = 1, 
			}, 
			--us forces: 
			[3] = { 
				manpower = 400, 
				fuel = 15, 
				munition = 0, 
				action = 0, 
				command = 1, 
			}, 
			income_modifier = { 
				{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition 
			}, 
		}, 
		highResources = { 
			--german: 
			[0] = { 
				manpower = 1390, 
				fuel = 50, 
				munition = 50, 
				action = 0, 
				command = 2, 
			}, 
			--soviet: 
			[1] = { 
				manpower = 1390, 
				fuel = 80, 
				munition = 50, 
				action = 0, 
				command = 2, 
			}, 
			--Obercommando west: 
			[2] = { 
				manpower = 1140, 
				fuel = 70, 
				munition = 50, 
				action = 0, 
				command = 2, 
			}, 
			--us forces: 
			[3] = { 
				manpower = 1300, 
				fuel = 45, 
				munition = 50, 
				action = 0, 
				command = 2, 
			}, 
			income_modifier = { 
				{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition 
			}, 
		}, 
		customSet_01 = { 
			--german: 
			[0] = { 
				manpower = 2000, 
				fuel = 80, 
				munition = 100, 
				action = 0, 
				command = 2, 
			}, 
			--soviet: 
			[1] = { 
				manpower = 2000, 
				fuel = 100, 
				munition = 100, 
				action = 0, 
				command = 2, 
			}, 
			--Obercommando west: 
			[2] = { 
				manpower = 2000, 
				fuel = 80, 
				munition = 100, 
				action = 0, 
				command = 2, 
			}, 
			--us forces: 
			[3] = { 
				manpower = 2000, 
				fuel = 80, 
				munition = 100, 
				action = 0, 
				command = 2, 
			}, 
		income_modifier = { 
			{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition 
			{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition 
			{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition 
			{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition 
		}, 
		}, 
		customSet_02 = { 
				--german: 
			[0] = { 
				manpower = 0, 
				fuel = 0, 
				munition = 0, 
				action = 0, 
				command = 0, 
			}, 
			--soviet: 
			[1] = { 
				manpower = 0, 
				fuel = 0, 
				munition = 0, 
				action = 0, 
				command = 0, 
			}, 
			--Obercommando west: 
			[2] = { 
				manpower = 0, 
				fuel = 0, 
				munition = 0, 
				action = 0, 
				command = 0, 
			}, 
			--us forces: 
			[3] = { 
				manpower = 0, 
				fuel = 0, 
				munition = 0, 
				action = 0, 
				command = 0, 
			}, 
			income_modifier = { 
				{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition 
				{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition 
			}, 
		},  
	} 
	--This will set the resource set to use in-game 
	local g_ResourceSet = ResourceSets.customSet_01 
	 
	local Player_ApplyResourceSet = function(player, resourceSet) 
		Player_SetResource(player, RT_Manpower, resourceSet.manpower) 
		Player_SetResource(player, RT_Fuel, resourceSet.fuel) 
		Player_SetResource(player, RT_Munition, resourceSet.munition) 
		Player_SetResource(player, RT_Action, resourceSet.action) 
		Player_SetResource(player, RT_Command, resourceSet.command)	 
	end 
	--Population cap override value 
	g_popCapOverride = 200 
	 
	for i = 1, World_GetPlayerCount() do 
		local player = World_GetPlayerAt(i) 
		local resource_set = g_ResourceSet[Player_GetRaceIndex(player)] 
		Player_ApplyResourceSet(player, resource_set) 
		Player_SetPopCapOverride(player, g_popCapOverride) 
		for key, resource in ipairs(g_ResourceSet.income_modifier) do 
			local _value = resource.value 
			if resource.math_type == MUT_Addition then 
				_value = _value / (60 * 8) 
			end 
			Modify_PlayerResourceRate(player, resource.type, _value, resource.math_type) 
		end 
	end 
end 
 
function Player_GetRaceIndex(player) 
	local racename = Player_GetRaceName(player) 
	if racename == "german" then 
		return 0 
	elseif racename == "soviet" then 
		return 1 
	elseif racename == "west_german" then 
		return 2 
	elseif racename == "aef" then 
		return 3 
	else 
		return -1 
	end 
end 
 
Scar_AddInit(CustomStartingResources_Init)  |