In order to improve my recent scenario, ALLIED FORCE, I'm trying to introduce the concept of tactical targets. The key premise of this scenario is that NATO forces are restricted to using airpower only. Currently I have a number of "bridge" units that lie along rivers (with roads) throughout Serbia. If a bridge unit is destroyed, then I'd like to make the terrain more difficult to pass through. Ideally, this would merely involve using the events editor to remove the road from the river terrain once the bridge unit was killed. Is this possible or does the events editor only allow terrain types to be changed, not improvement modifications like roads? And, of course, "river" is not an allowable terrain type when selecting a new terrain. What other options does this leave? I GUESS I could change the terrain to grassland or ocean, but then this creates an odd discontinuity to the river.
Another idea I had was the "fuel depot" unit. I would like to have several (about 12) of these units spread out around Serbia. If a certain percentage are destroyed, say 25%, then there should be some detrimental effect on Serbian units, like movement rates decrease accordingly. The only way I can think to accomplish this is to reduce the road movement multiplier in the rules.txt file and require the user to load up the new rules.txt file when enough fuel depots are destroyed. Is there a better, cleaner way to do this? Is there a way for the events editor to esentially "remember" how many fuel cells have been destroyed?
Any comments or ideas would be greatly appreciated, either on the above tactical target ideas/implementations or any other tactical targets that you can think of.
Another idea I had was the "fuel depot" unit. I would like to have several (about 12) of these units spread out around Serbia. If a certain percentage are destroyed, say 25%, then there should be some detrimental effect on Serbian units, like movement rates decrease accordingly. The only way I can think to accomplish this is to reduce the road movement multiplier in the rules.txt file and require the user to load up the new rules.txt file when enough fuel depots are destroyed. Is there a better, cleaner way to do this? Is there a way for the events editor to esentially "remember" how many fuel cells have been destroyed?
Any comments or ideas would be greatly appreciated, either on the above tactical target ideas/implementations or any other tactical targets that you can think of.
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