Modifying tech effects (Full Version)

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mdsmall -> Modifying tech effects (4/2/2021 11:42:20 PM)

Hi Bill - I have a number of questions about modifying tech in the game, which I will post in this thread.

To start: is it possible to time-limit when certain tech levels can be reached? For example, it could be interesting to restrict the ability to reach higher levels of Trench Warfare to later years in the war.




mdsmall -> RE: Modifying tech effects (4/3/2021 12:04:50 AM)

Another couple of questions about trench warfare and trench effects:

1) Is it possible to modify the game so that when a unit builds a trench for the first time, it ends the turn at level 1 entrenchment, rather than at the half-way point to the maximum possible (i.e. at 2/4 or 3/6)? (I would like to explore creating incentives to fight over existing trench lines and to make it take more time to build second or third trench lines).

2) Is it possible to add trenches to the list of terrain for movement costs, so that units have to pay an extra MP to enter a trench hex?

3) Is it possible to increase the AP costs of attacking units in trenches from 1 to 2?

(I ask 2 and 3 because I would like to explore reducing the ability of multiple units to converge on attacking a single trench hex and breaking through).

4) is there any chance that the maximum level of entrenchment could be limited by terrain or supply levels?

It has always seemed odd to me that British/Ottoman units entrenched near the Suez Canal or Ottoman/Russian units entrenched in the Caucasus could build level 4 or 5 trenches, in the same ways as British/French/German units can when facing each other on the Western Front.




stockwellpete -> RE: Modifying tech effects (4/3/2021 9:26:15 AM)

Yes, I would be interested in the answers to these questions too. At the moment I am doing rather cruder adjustments to my mod, such as reducing the Max Chits for Trench Warfare from 4 to 2, except for Germany which can have 3 Chits and starts with Level 1 Tech already done. My idea here is that there should be a reasonable chance of the Western Front being deadlocked between late 1914 and early 1918, so that the other fronts can develop more "historically" than at present. An awful lot is lost from the game if the Western Front has developed into the decisive artillery battle by mid 1915.

In terms of questions 2 and 3 in the second post, I saw the AI attack the same hex of mine with 7 different units in 1 turn! An isolated unit I could accept, but this unit was part of a prepared defensive line.

The other thing I do is cap the highest levels of Trench Tech for each nation. Germany is 5; France, UK, Austria-Hungary, Serbia, Russia, Italy and USA is 4, others are 3.




BillRunacre -> RE: Modifying tech effects (4/3/2021 7:48:38 PM)


quote:

ORIGINAL: mdsmall

Hi Bill - I have a number of questions about modifying tech in the game, which I will post in this thread.

To start: is it possible to time-limit when certain tech levels can be reached? For example, it could be interesting to restrict the ability to reach higher levels of Trench Warfare to later years in the war.


Hi Michael

There is no connection between the scripts and research progress, but you can influence when things can be achieved by modifying the number of chits and their cost.

Or to change the % progression for each level, but that is a setting that would apply to all of that Majors' research.





BillRunacre -> RE: Modifying tech effects (4/3/2021 8:02:30 PM)


quote:

ORIGINAL: mdsmall

Another couple of questions about trench warfare and trench effects:

1) Is it possible to modify the game so that when a unit builds a trench for the first time, it ends the turn at level 1 entrenchment, rather than at the half-way point to the maximum possible (i.e. at 2/4 or 3/6)? (I would like to explore creating incentives to fight over existing trench lines and to make it take more time to build second or third trench lines).

2) Is it possible to add trenches to the list of terrain for movement costs, so that units have to pay an extra MP to enter a trench hex?

3) Is it possible to increase the AP costs of attacking units in trenches from 1 to 2?

(I ask 2 and 3 because I would like to explore reducing the ability of multiple units to converge on attacking a single trench hex and breaking through).

4) is there any chance that the maximum level of entrenchment could be limited by terrain or supply levels?

It has always seemed odd to me that British/Ottoman units entrenched near the Suez Canal or Ottoman/Russian units entrenched in the Caucasus could build level 4 or 5 trenches, in the same ways as British/French/German units can when facing each other on the Western Front.



1) 2) and 3) aren't directly possible I'm afraid, though increasing the Zone of Control penalty of Front Line Units may achieve the same result for 2 and 3.

You can do this by going to Campaign -> Edit Movement Cost Data

It might be worth experimenting with, though possibly some unit types would then need to be moved to the Support Unit category.

4) Yes. Go to campaign -> Edit Defense Bonus Data and you can amend the Max Entrench value for all terrain types. [:)]




mdsmall -> RE: Modifying tech effects (4/3/2021 9:43:06 PM)

Bill - thanks for these prompt replies. I did not have high hopes about the feasibility of these ideas, so it is good to know that I can adjust maximum trench levels by terrain. Your idea of increasing the AP penalty to enter ZOC is intriguing - I might play around with that, in combination with a couple of other changes.

Cheers,

Michael




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