RE: Questions (Full Version)

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Twotribes -> RE: Questions (9/15/2015 8:51:54 PM)

Don't forget to set the new cities up for production, that includes giving them the ability to produce the types of Units.




Bombur -> RE: Questions (9/16/2015 1:15:26 AM)


quote:

ORIGINAL: ernieschwitz

Well, I guess there is more than one way to skin a cat. Meaning you have several options at your disposal.


-I own two cats....they didnīt like this comparison[:D]

quote:


1). Don't let VPs be tied to cities, in another way than the random map lets it, and instead tie manpower to city location types.


-A good fix, althought I like to have bigger cities with more VP. Trouble is that this code is too sophisticated to me (thatīs why I tied it to pp). Howver, a fried of mine knows how to do it[;)]

quote:


2). Ask Vic to make an ExecSetWinningVP, where the input could be a percentage of the total on map VPs, and then use it in a pre-event (like any event pre-executed by event 1).


-And it would be a good addition to the random scenario creator too


quote:


3). Ask Vic to make the VPWin calculation after pre-event has been executed (the Pre-event is defined by rulevar in case anyone was wondering).


-But I found no rulevar

There is of course, a fourth option. I can simply allow the players to set the number of VP necessary for a victory, it takes less than 30 seconds to do so, and it allows more flexibility (you can the VP to 50% or 66% of total VP, for instance, while the editor uses a fixed 80%).
Considering all the alternatives, I would take 1 or 4.....






Bombur -> RE: Questions (9/16/2015 2:09:18 AM)


quote:

ORIGINAL: Twotribes

Don't forget to set the new cities up for production, that includes giving them the ability to produce the types of Units.



Already done




Vic -> RE: Questions (9/16/2015 9:40:17 AM)

Hey guys,

Yes the VP assignment by the random algorithm is indeed fixed. 4vp for capitals and 1vp for other cities.

Basically at the moment you need to work with that given fact.

But for the future, when DC Barbarossa coding madness dies down a bit, I could add some checks and execs to help modders.

However I am toying with a complete make-over of the random generation at some point. Ideally I would like it to be completely run from a scripted basis, instead of being hardcoded and allowing modders to set their own generation options screen.

Best wishes,
Vic




Bombur -> RE: Questions (9/17/2015 1:39:25 AM)

Actually, it was not difficult to change VP for each country. It is simple code (for ernieīs standards, of course). What we canīt change, without doing a manual edit, is the number of VPīs needed to victory, in random maps.




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