Unit value multipliers (Full Version)

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Christophe Jaureguiberry -> Unit value multipliers (3/16/2001 7:55:00 PM)

I am creating an ambush scenario where I would like to reward the player for withdrawing his units in good shape, and also for destroying/damaging enemy units. For this I would like to increase the value of each side's units by using the value multiplying function. When I click on it, it states:" 1=10, 10=100". Does that mean if I input 2 it will multiply the point value of my units by 20? I was thinking more along doubling the value of my units, how can I accomplish this? Thanks in advance for any help, ******ophe (and what's with the stars? I didn't know the son of Mary was considered as a vulgarity)




MindSpy -> (3/16/2001 8:31:00 PM)

quote:

Originally posted by ******ophe Jaureguiberry: I am creating an ambush scenario where I would like to reward the player for withdrawing his units in good shape, and also for destroying/damaging enemy units. For this I would like to increase the value of each side's units by using the value multiplying function. When I click on it, it states:" 1=10, 10=100". Does that mean if I input 2 it will multiply the point value of my units by 20? I was thinking more along doubling the value of my units, how can I accomplish this? Thanks in advance for any help, ******ophe (and what's with the stars? I didn't know the son of Mary was considered as a vulgarity)
MINDSPY Adjusting the value of the units for a particular nation by a modifier is a good way to do that. In essence if you make the attackers forces increase in value then the defender is rewarded for each kill. Now adjusting the flag's values to be at a per turn rate and the majority of flags to be on the defenders side of the control slate will also give the defender that edge of maitaining good order even in retreat will give you the win. Now if you add up the possible flag points from flags and points for knocked out attacking units are factored in then you arrive an early expectation value for victories. Adjusting the complexity of the scenario with flags attacking units and well placed mnes and terrain obstacles and the expendable mg positions and atg guns you can roughly approximate the earliest turn that the attacker can attempt to intercept the withdrawing force as it approaches the map's edge. from here it is only a matter of putting in the time to work out the total points and basic expectations for either side to gain moderate victories to draws. MINDSPY




Christophe Jaureguiberry -> (3/17/2001 6:48:00 AM)

Thank You Mindspy, However, I still need some info on unit multipliers, can anyone help me? Regards, ******ophe




Paul Vebber -> (3/17/2001 8:37:00 AM)

THe nuber means if you want the multiplier to by x1 you enter 10 if you want it to be x10 you enter 100. SO to get x2.0 you enter 20. Entering 1 means x0.1 and the masx of 250 = x25




Figmo -> (3/17/2001 10:29:00 AM)

The way I understand it is: If you make no change to the values - you will get 100% of their value at games end. If you set it to 1 you get 10% of the starting value - 10 would bring it back to 100%. So you can NOT increase the value - only decrease one side and/or the other. Again - I'm sure somebody will correct me if I'm wrong. Figmo




Figmo -> (3/17/2001 10:39:00 AM)

Oops!! I just went and checked - you can increase the values - but 10 still remains the 100% starting value. So, as Paul said - to incease the values - you need to enter a number higher than 10. I'm not sure what the maximum number is. Figmo




Christophe Jaureguiberry -> (3/17/2001 7:10:00 PM)

Thanks Guys, Christophe




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