Bombur
Posts: 3642
Joined: 7/2/2004 Status: offline
|
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 didn´t like this comparison 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 (that´s 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.....
|