dkong -> RE: Modern OPs Mod (7/14/2008 10:14:26 PM)
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Good Point. What if I input an event that does the following (the following is not the actual script): **Simulating a firing arc on a higher elevation (no unit can occupy or move across hex 1,2,3 since is a steep slope)** Check Each Turn Check hex A = Regime then execute OffenseMod of certain SFtype (Tanks, art...etc) = +25% at A and execute DefenseMod of all SFType = -25% at 4,5,6 and execute DefenseMod of all SFType = -15% at 8,9,10,11 Check hex B = Regime and execute DefenseMod of all SFType = -25% at 5,6,7 and execute DefenseMod of all SFType = -15% at 9,10,11,12 and so on.... I beleive this work to simulate elevation for movement & combat purposes? Albiet some tedious work involved... The modern ops mod will be played at a smaller scale, meaning tanks will be able to fire at 2 hexes, and Artillery at 4 hexes...etc. So units occupying hex such as A & B, will be given advantage over unit below the cliff. Since the check is done at the beginning of each turn... this means that a unit that moved into Hex A will need to wait until next turn to be able to fire its weapon. I welcome any other solution... (I am really just a newbie to this game, had it for over 3 weeks and open to critics & advices). Thanks! [image]local://upfiles/29541/D96AFC3E8D7B457EB0FC5D1610626ED3.jpg[/image]
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