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Campaign Editing Question - 11/24/2001 10:59:00 AM   
Kuroshio Apocal

 

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I have a twofold question of creating and editing campaigns. 1) Is there anyway possible to preselect a player's core forces, and have those forces gain experience, promotions, on a dynamic basis, like regular core forces? 2) Is it possible to restrict what a player may purchase as a core force? I want to create a more infantry-heavy campaign, instead of the usual armored slugfests, is this in any way possible? EDIT: I skimmed through the manual a few times but I didn't find anything that looked relevant. If there a section that covers this, just point me to the right section. [ November 23, 2001: Message edited by: Kuroshio Apocal ]



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- 11/24/2001 11:07:00 AM   
Warhorse


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Hello, as far as the first question, I don't believe that is possible, with the Mega Campaign, yes, but there is coding involved with that. The second question, what I propose is test buy your proposed force, note how much it costs, then make a special note to players to use this force, and only allow that amount of points! I'm doing this with a Bulgarian campaign I'm slowly working on, sure, they can purchase something else, but it might burn them, just a thought. I want to limit them to buying JUST a Maybach Tank co. so just allow that many points.

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- 11/24/2001 11:53:00 AM   
Kuroshio Apocal

 

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Thanks man. I hadn't thought of that.

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- 11/24/2001 8:51:00 PM   
11Bravo


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Oooops. I just started a thread with the same questions. Sorry. http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=007530 Look at my post and you might see a workaround to selecting the core force for the player. I don't know if it will work though.

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- 11/24/2001 8:54:00 PM   
11Bravo


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Sheesh. This is getting messy. I also mentioned to Brian that giving the player a shopping list and a budget might not always work, because the price can be variable and depend on some preferences selected by the player... http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=007522

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- 11/24/2001 9:43:00 PM   
darroch

 

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From the other thread: If player starts with 1st campaign battle underway (i.e. the designer purchased, deployed, and started the battle) then the player is constrained to the number if units you bought - he can't add more. He can upgrade all of those units depending on the build points you give him. Since a player can always warp a campaign game if he wants, using the campaign game editor - I suggest you build your game for those players who will respect your design constraints and not worry about the ones who will circumvent the guidelines.

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- 11/25/2001 11:06:00 PM   
generalrichmond

 

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Agree entirely. The ultimate sense of the campaign is set by the designer and people who want to experience that (assuming good design skills) will respect the 'thrust' of the campaign and your design notes. Just make sure you actually write effective design notes with things for the player to consider.

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- 11/26/2001 1:19:00 AM   
11Bravo


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I do agree for the most part. However, the author has to allow enough points for the variability in unit prices that occur as a result of certain preferences chosen by the player. This could be handled with good documentation. Also, the author should edit the campaign when the OOB's are altered, as this can also affect the ability to purchase the desired core force with the budget allocated. The saved game concept might avoid all of these factors, and also give the player the choice of an easy entry point into the campaign, provided he agrees with the concepts developed by the author. By providing the saved game, the author is only giving the player an added convenience, the option to customize the campaign experience through alternative purchases should still exits. By the way, I have not tested any of this. These are just idle thoughts.

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