Announcement

Collapse
No announcement yet.

Fortress Europe

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    for the strategic bombing, you could use the flag to determine how many units the events spawn.
    If a condition allows a strategic bombing, then the events could spawn 3 units instead of 5 for example.

    Comment


    • #32
      Nice solution! I will have a play around with that idea. Just got to get the flags working!

      Just made the change and the Turkish units still appear even after the Allies have lost Nicosia. Here are the events:

      @IF
      CityTaken
      city=Nicosia
      attacker=Axis
      defender=Anybody
      @THEN
      FLAG
      continuous
      flag=20
      Who=Allies
      state=On
      @ENDIF

      @IF
      Checkflag
      Who=Allies
      Mask=0b000000000000100000000000000000000
      Threshold=1
      State=Off
      @AND
      CITYTAKEN
      city=Rhodes
      attacker=Allies
      defender=ANYBODY
      @THEN
      CREATEUNIT
      unit=Turkish Infantry
      owner=Allies
      veteran=no
      Count=25
      homecity=NONE
      locations
      187,125
      endlocations
      @ENDIF

      What else have I missed?

      Shame about the trade flag not working for ships, that would have solved my problem rather neatly. I'm sure there is a solution but it is bound to be much more complicated. Perhaps I could turn off the event production of freighters via a flag once the allies have a sufficient amount to see them through, that way they will have to be used ferrying troops and cargo across the Atlantic rather than launching historically unphasable D-Days all over Europe.

      I have decided to make all US units non build-able. Instead they will be event generated in America each turn after the relevant tech is discovered. This will mean the player has to ship them to the UK and the Mediterranean. Once Tunis is captured some US units will begin spawning there in addition to the ones in the US.

      One thing I wanted to avoid is the player just mass producing the most effective units. I know this may be what they should have done (especially Germany!) but in reality they were restricted to producing what their factories were tooled up to make. For example an aircraft plant could not be suddenly re-tooled to start churning out Armour. The Allied armies had to fight with what they were given!

      Another concept I have added is pinched from Operation Market Garden. It is the defences terrain that may not be crossed by vehicles. Engineers can move into this impassable terrain and transform it to plains for vehicles to cross. The defences terrain is non stackable and has a high movement cost so engineers will have to spend one turn moving into this terrain before it can convert it on the following round. During this time the engineers will be vulnerable to enemy attacks. Infantry can cross defences and protect the engineers, thus increasing the importance of infantry as an offensive weapon.

      The defences terrain has been placed all along the Atlantic wall making it a formidable barrier for an attacker. It has also been placed along the Westwall, Gothic Line, Mareth Line and other such Axis defensive positions.
      Last edited by McMonkey; March 23, 2008, 15:37.
      SCENARIO LEAGUE FORUM
      SCENARIO LEAGUE WIKI SITE
      SL INFORMATION THREAD
      CIV WEBRING MULTIPLAYER FORUM

      Comment


      • #33
        [SIZE=1] Originally posted by McMonkey [/SIZE=1]
        Another concept I have added is pinched from Operation Market Garden. It is the defences terrain that may not be crossed by vehicles. Engineers can move into this impassable terrain and transform it to plains for vehicles to cross. The defences terrain is non stackable and has a high movement cost so engineers will have to spend one turn moving into this terrain before it can convert it on the following round. During this time the engineers will be vulnerable to enemy attacks. Infantry can cross defences and protect the engineers, thus increasing the importance of infantry as an offensive weapon.

        The defences terrain has been placed all along the Atlantic wall making it a formidable barrier for an attacker. It has also been placed along the Westwall, Gothic Line, Mareth Line and other such Axis defensive positions.
        Great concept!

        About the Lend-Lease and all. From what I understand, you need to produce money by bringing over ships. Money can be acquired in 2 ways-

        Traders- This is your way, and it should work, although the Allies end with a few hundred extra transports.

        Events- Use a trigger. Since I'm no genius, I'll snitch an idea and apply it here. Take Cyrion's example in Lost Legions. He has one of the player's near-defenseless units (an ox cart) attack an immobile, powerful fortress. The ox-cart is destroyed, triggering an event. See? You have, say, an immobile Brit "Bank" or appropriate unit in Britain on the coast or in a city. The Lend-Lease ships will have to brave the Atlantic, and once over attack the "Bank", triggering an event that gives the Allies money. This is not possible with MGE events, but it is with ToT!

        Comment


        • #34
          Yeah, the minefield terrain in OMG was really cool so it thought I may as well use it to beef up the Axis defences!

          I don't think your idea would work in a modern scenario. In Lost Legions (and Komnenai) this idea works as it was before aircraft and those units could be set to air/attack air. What is to stop any unit attacking the Bank?

          I think using a flag to switch off the creation of Freighters after a set number of turns (say after 30 are created) would solve my problem. I could always make the technology available to the Allies to start building Freighter the old fashioned way at that point so they can replace losses. I will need to do some calculations but as long as there are enough Freighters produced via events for the Allies to keep up the delivery of Lend Lease before the event is switched off then the concept should work!
          SCENARIO LEAGUE FORUM
          SCENARIO LEAGUE WIKI SITE
          SL INFORMATION THREAD
          CIV WEBRING MULTIPLAYER FORUM

          Comment


          • #35
            Sounds good. Sorry about suggesting a delusion.

            Comment


            • #36
              Originally posted by Jerec
              Events- Use a trigger. Since I'm no genius, I'll snitch an idea and apply it here. Take Cyrion's example in Lost Legions. He has one of the player's near-defenseless units (an ox cart) attack an immobile, powerful fortress. The ox-cart is destroyed, triggering an event. See? You have, say, an immobile Brit "Bank" or appropriate unit in Britain on the coast or in a city. The Lend-Lease ships will have to brave the Atlantic, and once over attack the "Bank", triggering an event that gives the Allies money. This is not possible with MGE events, but it is with ToT!
              This idea could work if you have some neutral cities or barbarian cities in Europe with a defense unit (with d=99). The Axis must be alllied with this civ to avoid some attacks. The allied freighter must attack these cities and be killed. So an event can give money to the allied.

              Jerec I think your idea is a brillant idea...

              Comment


              • #37
                @ Mc Monkey
                About your flag : When Nicosia is taken by the axis, the state of your flag=20 is on. After, you may set the state of this flag to off if you want to stop spawning Turkey units.
                Just an idea

                Comment


                • #38
                  Re: Destroying freighters for cash or units

                  See Kobayashi's Dainichi Sekai Taisen v3.0 for how it is done.

                  Freighters need A > 0 for this to work. You can also use an axis or barb mine.
                  Excerpts from the Manual of the Civilization Fanatic :

                  Money can buy happiness, just raise the luxury rate to 50%.
                  Money is not the root of all evil, it is the root of great empires.

                  Comment


                  • #39
                    Not an axis unit. The axis submarine must destroy the freighters. It would be too easy to have cash money.

                    Comment


                    • #40
                      Not an axis unit. The axis submarine must destroy the freighters. It would be too easy to have cash money.
                      Sorry, but I don't follow most of that.


                      Why not send empty freighters out into the Atlantic to decoy subs away from loaded ones. Assume that the empties are part of westbound convoys.
                      Excerpts from the Manual of the Civilization Fanatic :

                      Money can buy happiness, just raise the luxury rate to 50%.
                      Money is not the root of all evil, it is the root of great empires.

                      Comment


                      • #41
                        Just an example to explain
                        if you have this event :

                        @IF
                        UNITKILLED
                        unit=freighter
                        attacker=allies
                        defender=axis
                        @THEN
                        CHANGEMONEY
                        receiver=allies
                        amount=200
                        @ENDIF


                        when the freighter attack the axis mine, the allies receive 200, but when an axis submarine kill a freighter, the allies receive 200 too.

                        Comment


                        • #42
                          Originally posted by MacGalleo
                          when the freighter attack the axis mine, the allies receive 200, but when an axis submarine kill a freighter, the allies receive 200 too.
                          This could be avoided by making the mine barb, and allying the barbs to all other civs, making sure that the mine isn't destroyed.

                          Comment


                          • #43
                            Yes it was my point of view.

                            Comment


                            • #44
                              I will test out these ideas this evening and have a look at Dainichi Sekai Taisen.

                              Just been sorting out the People and City stles. Bit of a head f**k but I got there in the end
                              SCENARIO LEAGUE FORUM
                              SCENARIO LEAGUE WIKI SITE
                              SL INFORMATION THREAD
                              CIV WEBRING MULTIPLAYER FORUM

                              Comment


                              • #45
                                I feel really dumb asking this but try as I might I still can't get this event to work:

                                @IF
                                CityTaken
                                city=Nicosia
                                attacker=Axis
                                defender=Allies
                                @THEN
                                FLAG
                                continuous
                                Who=Allies
                                state=On
                                flag=20
                                @ENDIF

                                @IF
                                CITYTAKEN
                                city=Rhodes
                                attacker=Allies
                                defender=Axis
                                @AND
                                Checkflag
                                Who=Allies
                                Mask=0b000000000000100000000000000000000
                                State=Off
                                @THEN
                                CREATEUNIT
                                unit=Turkish Infantry
                                owner=Allies
                                veteran=no
                                Count=25
                                homecity=NONE
                                locations
                                187,125
                                endlocations
                                @ENDIF

                                I have begun the scenario, changed control to the Axis and captured Nicosia the changed control back to the Allies and captured Rhodes and the Turkish units still appear.

                                What I think should happen is that the Axis capture of Nicosia would turn the Allied flag 20 on continuously. Therefore the Turkish Infantry event should only trigger if Nicosia has NOT been taken by the Axis. However they appear regardless

                                I have also tried changing the flag to #12 as I think I remember someone (Catfish?) saying that there were not really 32 flags, just 16 (?) but it still does not work!

                                I know I have probably missed something obvious but I have checked the event over several times and can't see whats wrong. I have read and re-read William Keegan's guide!

                                Can someone help as this is holding me up now. I want to start playtesting but that is a waste of time if I can't get the events working!
                                SCENARIO LEAGUE FORUM
                                SCENARIO LEAGUE WIKI SITE
                                SL INFORMATION THREAD
                                CIV WEBRING MULTIPLAYER FORUM

                                Comment

                                Working...
                                X