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RE: Third party combat resolution tutorial

 
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RE: Third party combat resolution tutorial - 9/16/2009 8:28:53 AM   
Kai

 

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Joined: 12/12/2005
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Thanks for continuing to work on this.

There are many of us who really like this aspect of EIA.

(and third party ship combat would be a beautiful thing as well.)

(in reply to Marshall Ellis)
Post #: 31
RE: Third party combat resolution tutorial - 9/16/2009 12:57:39 PM   
Marshall Ellis


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From: Dallas
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Kai:

I will continue to mod this and make it better BUT there are so many things that I need to do before this BUT feel free to keep throwing mod ideas to me!


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Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Kai)
Post #: 32
RE: Third party combat resolution tutorial - 9/24/2009 5:40:49 AM   
Kai

 

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Joined: 12/12/2005
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quote:

ORIGINAL: Marshall Ellis

I think I have created a way to do this (Not coded yet BUT designed on paper) which would be to export all available units for reinforcing to the battle file then allowing the results file to indicate which units reinforced THEN upon loading would auto move the reinforcing units to the battle area. The reinforcement rolls would be done outside the game but that's the plan anyway. Thoughts?



This is great.


(in reply to Marshall Ellis)
Post #: 33
RE: Third party combat resolution tutorial - 9/24/2009 6:43:23 AM   
Kai

 

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So, what is the unit format? Does each unit in the game get a distinct number?

Is the French I Corps the number 0?

The French Guards Corps is designated 282 ?

I would be interested in being able to modify unit strengths of units not involved in the battle (like reinforcements.) In order to do this, I guess I would need to know a unit's numeric designation.


Is there a list anywhere of the units and their corresponding number designations?





#Unit info format:
#~uUnitname with Tactical and Strategic numeric values
#~eNumber of guard factors
#~iNumber of infantry factors
#~mNumber of militia factors
#~cNumber of cavalry factors
#~aNumber of artillery factors
#~hNumber of heavy ships
#~lNumber of light ships
#~tNumber of transports
#Change these numbers to reflect new force levels
# Attacker Forces (France) Morale 4.05
~u0I corps T:2 S:2 M4.00
~e0
~i25
~m0
~c3
~a0
~h0
~l0
~t0




< Message edited by Kai -- 9/24/2009 6:45:33 AM >

(in reply to Marshall Ellis)
Post #: 34
RE: Third party combat resolution tutorial - 9/24/2009 1:17:01 PM   
Marshall Ellis


Posts: 5630
Joined: 10/2/2001
From: Dallas
Status: offline
I believe the unique unit number is exported with the units in the battle file?


_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Kai)
Post #: 35
RE: Third party combat resolution tutorial - 10/7/2009 10:41:17 AM   
Kai

 

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It works for naval combat now!!!!!



Marshall, you are the BEST.

(in reply to Marshall Ellis)
Post #: 36
RE: Third party combat resolution tutorial - 10/7/2010 10:25:02 PM   
gazfun


Posts: 1046
Joined: 7/1/2004
From: Australia
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Putting in a report on this function very soon. AAR of EiA and Histwar Les Grognards

< Message edited by gazfun -- 10/7/2010 11:52:50 PM >


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Post #: 37
RE: Third party combat resolution tutorial - 10/7/2010 10:42:00 PM   
Kai

 

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quote:

ORIGINAL: gazfun

Putting in a report on this function very soon. AAR if EiA and Histwar Les Grognards


Where can we see the report?

(in reply to gazfun)
Post #: 38
RE: Third party combat resolution tutorial - 10/7/2010 11:53:16 PM   
gazfun


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From: Australia
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I will do it here

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Post #: 39
RE: Third party combat resolution tutorial - 10/16/2010 6:09:59 AM   
gazfun


Posts: 1046
Joined: 7/1/2004
From: Australia
Status: offline
Have done a TGHQ on Campaign Management using EiA and Histwar Les Grognards presentation
There are 2 presentations there at the bottom of the gallery Short version and a Full Version
Enjoy The Generals HQ Gallery

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Post #: 40
RE: Third party combat resolution tutorial - 1/20/2011 8:25:52 PM   
gazfun


Posts: 1046
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From: Australia
Status: offline
Marshall
Did you get a email from JMM of Histwar.
I sent you a letter a while agao.

Also Reinforcements in Third Party would you be able to get this in the patch up and coming?

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(in reply to Marshall Ellis)
Post #: 41
RE: Third party combat resolution tutorial - 5/12/2013 9:45:41 PM   
gcbisset

 

Posts: 67
Joined: 7/19/2008
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There seems to be a design flaw in not allowing players to fight defensive battles as 3rd party.

Am I missing something? Or is this something you can fix.

The feature works fine if I attack the AI, but not if it attacks me.

Thanks,

George

(in reply to Marshall Ellis)
Post #: 42
RE: Third party combat resolution tutorial - 5/12/2013 10:03:27 PM   
gazfun


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From: Australia
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quote:

ORIGINAL: gcbisset

There seems to be a design flaw in not allowing players to fight defensive battles as 3rd party.

Am I missing something? Or is this something you can fix.

The feature works fine if I attack the AI, but not if it attacks me.

Thanks,

George

Third party was meant to have at least two human players. you can also use the admin feature to get the data you need though.

We have a 3rd Party going invoving 4 players at the moment.

_____________________________


(in reply to gcbisset)
Post #: 43
RE: Third party combat resolution tutorial - 5/12/2013 10:12:10 PM   
gcbisset

 

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Oh, Good, is there any special resource you can direct me to for the admin feature, or is the manual sufficient?

BTW, I do think you should fix that for solo play, youll sell more copies.

Thanks!

George

< Message edited by gcbisset -- 5/12/2013 10:13:19 PM >

(in reply to gazfun)
Post #: 44
RE: Third party combat resolution tutorial - 5/17/2015 3:00:01 AM   
Kai

 

Posts: 150
Joined: 12/12/2005
Status: offline
Third party combat for ships is not quite implemented.

The option for third party resolution works for attacking other stacks at sea. It doesn't currently work for combats that result from interception or running blockades. Would be really nice to get this addressed, particularly because the majority of ship combat results from interceptions or blockade running.


(in reply to gcbisset)
Post #: 45
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