Reduced Production from captured towns?

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Dgold
Posts: 251
Joined: Sun Apr 23, 2000 8:00 am
Location: BC, Canada

Reduced Production from captured towns?

Post by Dgold »

One thing that I would like to change for some scenarios is that when you (or the AI) capture an enemy production city, the production capability is immediately reduced, due to war damage and/or unrest among the enemy citizens. I think it unrealistic to capture an enemy production city and immediately have it turn out 100% of its rated production.

Can these be modelled by rule changes or events?

Capture enemy production city - 50% of normal capability due to damage and unrest - could increase to normal over time
Re-capture friendly production city - 50% of normal capability due and damage - could increase to normal over time

Or, when an enemy production city is captured, or a friendly production city is re-captured, production is set to 0% for X number of turns, to simulate repairing factories and/or quelling unrest.

Any ideas?

Thanks.
Westheim
Posts: 570
Joined: Mon Jul 09, 2007 1:16 pm
Location: Germany

RE: Reduced Production from captured towns?

Post by Westheim »

Most of the time, conquered cities are damaged anyway due to air / artillery attacks and the usual ordinary street fights. I don't see the need for a fixed production capacity reduction.
Don't be scared - I'm almost sure that I just want to play!
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Reduced Production from captured towns?

Post by SMK-at-work »

There is an ability to set how much production a city gives to a capturing regime - IIRC it's mentioned in the "How to build a scenario" thread.
Meum est propisitum in taberna mori
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Reduced Production from captured towns?

Post by tweber »

One thing that I would like to change for some scenarios is that when you (or the AI) capture an enemy production city, the production capability is immediately reduced, due to war damage and/or unrest among the enemy citizens. I think it unrealistic to capture an enemy production city and immediately have it turn out 100% of its rated production.

Can these be modelled by rule changes or events?

There are several approaches to do this. If you are working on something and need some help, send me a note.
Dgold
Posts: 251
Joined: Sun Apr 23, 2000 8:00 am
Location: BC, Canada

RE: Reduced Production from captured towns?

Post by Dgold »

ORIGINAL: SMK-at-work

There is an ability to set how much production a city gives to a capturing regime - IIRC it's mentioned in the "How to build a scenario" thread.

I looked through all the how to build a scenario threads in the Mods section and couldn't find a reference to this. I also examined every setting in the Editor. Help please!

Thanks.
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Reduced Production from captured towns?

Post by tweber »

To do this:
 
1.  Prep the map.  I would use slots and area codes.  This is a mechnanism that lets you tag hexes.  Use a slot # that is not used and then mark each production center with a code that coresponds to the regime number (e.g., use slot 6 and then code Vienna as a 1 since it is an Austrian country.  Note that all hexes have a default code of 0, use the fill button to make the default a higher number than the number of regimes (maybe code 10).
 
2.  Go to the loctype tab and note the number of the city.  You might make a copy of the city (call it 'half production city') and set the production to half (2500).
 
3.  Write an event (turn check):
 
- Looper temp0 = 0 to check map width
- Looper temp1 = 1 to check map height
- check (checkslot(6, temp0, temp1) < highest regime number&nbsp; (checks if the hex has a city)
- check (checkslot(6, temp0, temp1) <> checkturn&nbsp;(see page on event code on conditionals) (checks if this city is not controlled by original owner.
- exec changelocationtype (change to a half city)
&nbsp;
(close out your checks and loops.&nbsp; Also, you need to do a similar event to change the city back to a full city).
&nbsp;
Send me a note if you are still stuck
&nbsp;
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Reduced Production from captured towns?

Post by SMK-at-work »

ORIGINAL: Dgold

ORIGINAL: SMK-at-work

There is an ability to set how much production a city gives to a capturing regime - IIRC it's mentioned in the "How to build a scenario" thread.

I looked through all the how to build a scenario threads in the Mods section and couldn't find a reference to this. I also examined every setting in the Editor. Help please!

It is in the thread tm.asp?m=1605901 - almost at the bottom - look for the text "We do this by going to the peoples subscreen again (a), then selecting a people(b) and setting its production if owned by its own peoplegroup to 0.25 instead of 1. "

Using this you can set a different modifier for being owned by different peoplegroups.
Meum est propisitum in taberna mori
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Reduced Production from captured towns?

Post by tweber »

It is in the thread tm.asp?m=1605901 - almost at the bottom - look for the text "We do this by going to the peoples subscreen again (a), then selecting a people(b) and setting its production if owned by its own peoplegroup to 0.25 instead of 1. "

Using this you can set a different modifier for being owned by different peoplegroups.

This approach would also work but I think it may be harder and less elegant to implement as you would have to set up each regime as a people group, reset the people group for most of the locations, and change the people groups of all of the units already on the board.
Dgold
Posts: 251
Joined: Sun Apr 23, 2000 8:00 am
Location: BC, Canada

RE: Reduced Production from captured towns?

Post by Dgold »

Many thanks for the advice, guys

SlowHand
Posts: 126
Joined: Sun Nov 05, 2000 10:00 am
Location: Denver, CO

RE: Reduced Production from captured towns?

Post by SlowHand »

Great design tips here.&nbsp;Perhaps somebody could compile a bunch of these useful posts into a "Designer's Tips" post (or something) after a few months?
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