RockinHarry
Posts: 2963
Joined: 1/18/2001 From: Germany Status: offline
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quote:
ORIGINAL: returnfire quote:
ORIGINAL: Major Destruction In a scenario where the player has to exit the map, at the end of the battle any units remaining on the map score against the player. They do not, AFAIK, need to be rebuilt in the next scenario of a campaign Would the following method work? Let's say that your scenario is 15 turns long. Now, purchase as many level bombers, heavy artillery, rocket launchers, strike aircrafts, etc. as you can. Then, set their delay to 13.0 to 15.0 turns and set their target to places all over the map. Result: If any unit (regardless of type) is left onboard at the end of the scenario, it should not survive unless you're lucky. Not in a battle where all these bomber aircraft and artillery is given to the AIP! Reason is you can´t set AIP artillery or aircraft to delay until a given turn! Or in other words, you can; ... but the AIP won´t stick to it and it will take opportunities to "delete" the delay times and reassign the units as it sees fit! This unfortunately is one of a couple of limitations in the SPWAW game. Note: The AIP normally plots artillery/AC missions to enemy units that it can see (even if spotted units move out of sight shortly after)! If there´s no spotted enemy unit, the AIP likes to target some of its assets on enemy held victory flags (randomly). If the AIP does not see any enemy units and if there´s no (visible) VH on the map, there´s a chance that the AIP won´t touch the preassigned (by scenario maker) artillery/AC targets and delays. Now Victory hexes can be hidden until activated (activation turn!), but how long can you hide your units before the AIP to assure it won´t delete set artillery/AC missions?!? If you´re creative and patient enough, you can probably work out something that..works and ...is even fun to play. Good luck! Btw, same goes for artillery/AC that you bring into the game as AIP "reinforcements". AIP AC will come randomly into the game, not considering "reinforcement" turns and "reinforcement" AIP artillery, not yet arrived on the map will even shoot from offmap!!! Could be there are (rare) exceptions, but I can´t remember of any at the moment. Only way that I know to get AIP artillery to work as I want (Time, not target), is to use decrewed onboard artillery, but that won´t be of use for your scenario. You better work with non artillery onboard units that you bring into the game at a given time with "perfect" observation of the enmy units likely collecting points. Example: Place a reinforcement hex in a hex that offers the desired vantage point. Now make a custom unit based maybe on a bunker, tank or something else that keeps immobile (speed=0) and hidden long enough (high experience, size=0) and give this unit a very powerful weapon in slot1. A good candidate would be any of the naval guns, or the "Thor/Dora" gun in czech OOB. Now assuming your scenario ends on turn 15, make the custom unit enter the map as reinforcement one turn earlier (14) or as you see fit. This way you can create some nasty surprises if the human opponent does not leave the map quick enough. You can even fool the human player to some extent by renaming your custom unit to "Bomber squadroon" or "tactical nuke" or something. If you check out the V8.3 norway OOB included custom units, you will have an idea what is possible and maybe more. There´s a PDF file included with V8.2/8.3 (Special scenario designer units in norway OOB..something.PDF) and this might give you some fresh ideas!
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