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Improved seasonal movement penalties.

 
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Improved seasonal movement penalties. - 7/7/2009 7:43:50 PM   
virgil_182

 

Posts: 11
Joined: 7/2/2009
Status: offline

I have been working on improving the seasonal scripts.

I've added a few subroutines that check each round during the inclement seasons, and then randomly adjust air unit movement cost depending on the season. All inclement weather gives penalties but depending on the actual season the penalties high and low values are capped accordingly. This way you know generally that your aircraft can fly in the spring, most of the time, but in fall and winter there will likely be more days they can not fly then days they can.

This gives a semi random, per round, movement effect on air units, more closely simulating the real world issues in the World Wars that one could plan a fall or winter offensive, but you never knew until the day of the attack if your planes would be able to find the target.

I plan to expand the per season movement scripting to include ground units as well, although the penalties will be less random and more predictable, but still have a slight per round random factor that one must take into account when planning winter offensives.

If any one is interested I'd be happy to post the scripts, or the scenario for addition into your own scenario building efforts.
Post #: 1
RE: Improved seasonal movement penalties. - 7/7/2009 8:36:40 PM   
Grymme

 

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Joined: 12/16/2007
Status: offline
Sure. Post the script when you feel ready or need help.

Also. Does your script have the "winter" and "mud" undercoating that changes the landscape?. It looks nice.

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