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SP Removal - 8/28/2009 1:21:43 AM   
Veers


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When an SP from Side 'A' is removed via event from a hex that is currently occupied by Side 'B', the SP is not, in fact removed and if again occupied by Side 'A', the SP will be there for their use again.

Is this something fixed/adjusted in the next patch?

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RE: SP Removal - 8/28/2009 1:43:26 AM   
Curtis Lemay


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quote:

ORIGINAL: Veers

When an SP from Side 'A' is removed via event from a hex that is currently occupied by Side 'B', the SP is not, in fact removed and if again occupied by Side 'A', the SP will be there for their use again.

Is this something fixed/adjusted in the next patch?


Correct, as I was just about to post in the "continuous loop" thread. But it doesn't need to be fixed. You just don't trigger the "Remove Supply Point" event until "Side A" regains the hex. That's not a problem, though. While "Side B" holds the hex, the supply point is (obviously) not on the map, so it has no effect. It doesn't need to be removed until "Side A" regains the hex. So:

event 1 2 Occupies x,y "Side B takes the supply point hex"
event 2 1 Occupies x,y "Side A retakes it"
event 3 Event Activated 2 Remove Supply Point 1 "The Side A supply point is removed"

Same consideration applies for placing the supply point - it will only work if the hex is possessed by the side getting the point. But, that's not usually a problem, if the trigger is the occupation of the target hex. What you were trying to do was a bit more complicated, though. That will require some skill. The placement event will have to have some sort of canceling/enabling events linked to the remote triggering location - I think.

(in reply to Veers)
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RE: SP Removal - 8/28/2009 2:36:20 AM   
Veers


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quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Veers

When an SP from Side 'A' is removed via event from a hex that is currently occupied by Side 'B', the SP is not, in fact removed and if again occupied by Side 'A', the SP will be there for their use again.

Is this something fixed/adjusted in the next patch?


Correct, as I was just about to post in the "continuous loop" thread. But it doesn't need to be fixed. You just don't trigger the "Remove Supply Point" event until "Side A" regains the hex. That's not a problem, though. While "Side B" holds the hex, the supply point is (obviously) not on the map, so it has no effect. It doesn't need to be removed until "Side A" regains the hex. So:

event 1 2 Occupies x,y "Side B takes the supply point hex"
event 2 1 Occupies x,y "Side A retakes it"
event 3 Event Activated 2 Remove Supply Point 1 "The Side A supply point is removed"

Same consideration applies for placing the supply point - it will only work if the hex is possessed by the side getting the point. But, that's not usually a problem, if the trigger is the occupation of the target hex. What you were trying to do was a bit more complicated, though. That will require some skill. The placement event will have to have some sort of canceling/enabling events linked to the remote triggering location - I think.


That's a good idea, should solve the problem, given another hour to work out the details. :D
Thanks Bob.

I moved that thread over to the EA forum, as I had her tested out so that what I wrote was working, though needing manual TO activation upon SP removal failure.

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Post #: 3
RE: SP Removal - 10/22/2009 7:55:26 PM   
Veers


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Since it would be less events and since the next patch seems right around the corner, and since I think Bob's "Correct, as I was just about to post in the "continuous loop" thread." was in response to my description of how a SP is removed/not removed, my original question remains, is this behaviour fixed/adjusted in the next patch?

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Post #: 4
RE: SP Removal - 10/23/2009 8:58:49 PM   
ralphtricky


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quote:

ORIGINAL: Veers

Since it would be less events and since the next patch seems right around the corner, and since I think Bob's "Correct, as I was just about to post in the "continuous loop" thread." was in response to my description of how a SP is removed/not removed, my original question remains, is this behaviour fixed/adjusted in the next patch?

Yes and no

That behavior is unchanged, but you can set the amount of supply provided by that supply point to 0 which removes it.

(in reply to Veers)
Post #: 5
RE: SP Removal - 10/23/2009 10:41:08 PM   
Curtis Lemay


Posts: 12969
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From: Houston, TX
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quote:

ORIGINAL: ralphtrick

quote:

ORIGINAL: Veers

Since it would be less events and since the next patch seems right around the corner, and since I think Bob's "Correct, as I was just about to post in the "continuous loop" thread." was in response to my description of how a SP is removed/not removed, my original question remains, is this behaviour fixed/adjusted in the next patch?

Yes and no

That behavior is unchanged, but you can set the amount of supply provided by that supply point to 0 which removes it.


I checked. That does not remove the supply point if it is in an enemy owned hex. However, you can now place a supply point in an enemy owned hex. Also, the old way would not remove supply points that had been placed in the editor - it would only remove supply points that had been placed by event. That is no longer the case. Point placed via the editor can now be removed via event.

(in reply to ralphtricky)
Post #: 6
RE: SP Removal - 10/24/2009 4:15:19 AM   
Veers


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Danke and danke.

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Post #: 7
RE: SP Removal - 10/24/2009 4:16:47 AM   
Veers


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Have you tested to see if a unit 'supplied' by an SP set to '0' is listed as 'unsupplied'?

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Post #: 8
RE: SP Removal - 10/24/2009 4:33:08 AM   
Curtis Lemay


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From: Houston, TX
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quote:

ORIGINAL: Veers

Have you tested to see if a unit 'supplied' by an SP set to '0' is listed as 'unsupplied'?


There is no supply point at that value. That's how you remove them now - even in the editor.

(in reply to Veers)
Post #: 9
RE: SP Removal - 10/24/2009 4:52:09 AM   
Veers


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Ah, cool. And thanks again.

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To repeat history in a game is to be predictable.
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(in reply to Curtis Lemay)
Post #: 10
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