Reinforcements and occupied locations

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Pocus
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Joined: Wed Sep 22, 2004 8:17 pm

Reinforcements and occupied locations

Post by Pocus »

What happens when you plan for reinforcements (Edit Production Queue button in the editor) or through events and the location is hostile? Is there some leeway where the unit(s) will arrive further from this point? If not, how do you deal with this, if there is no 'automation' on that? And what happens if the hex is just friendly but occupied?
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BillRunacre
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Re: Reinforcements and occupied locations

Post by BillRunacre »

With a unit script, you can provide alternative deployment locations by listing more below the intended one. This will then work if the unit cannot be deployed at the first one.

With the Production Queue there is no solution, so thought is required when assigning units to a destination in that, i.e. can the enemy capture the place before that unit can be deployed?
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Pocus
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Joined: Wed Sep 22, 2004 8:17 pm

Re: Reinforcements and occupied locations

Post by Pocus »

Thanks Bill :)
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