Veitikka
Posts: 1304
Joined: 6/25/2007 From: Finland Status: offline
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quote:
ORIGINAL: wargamerrr7449 .xml files? Sounds interesting. Could you please show me an example? Would it still be possible to choose the type of enemy units manually (like how it is made in the current 'free' version)? XML is a simple text format. The files list all the scenario parameters, and are easy to edit with any text editor. Sure, it's possible to manually select the units for both sides, or use the auto-purchase feature. quote:
ORIGINAL: wargamerrr7449 The setup zones, which are good for skirmish, create a big limitation for other types of missions. For example, what if a player wants to create a small town besieged by enemy from from ALL the directions? Or, maybe an ambush on the enemy convoy? It would be really nice to see some scriptable scenario features (like scripted reinforcements). Using it, the game may become more interesting in terms of gameplay. All that has been considered in the past. However, the game doesn't have any scripted unit behavior. I think earlier I compared AB to Close Combat. You can select any map location, any mission parameters and even hundreds of units per side (infantry, armor, artillery, air...) and the system instantly builds you a scenario that never plays the same twice. It's a trade-off, of course, but this is how I like my wargames. When it comes to reinforcements, if you use a long (or deep) map then the reinforcements can be held back in the rear area, where they're realistically prone to airstrikes. Or perhaps you may be successful at getting your infiltrators to the enemy rear area, and see what he's hiding there. In many wargames the reinforcements pop out of nowhere.
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