Red Dawn?

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bwheatley
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RE: Red Dawn?

Post by bwheatley »

Ok thanks to vic's help i have it so when you capture a city it changes from US people to Warsaw Pact or Cuban people. Also i have it for the first X turns you produce national guard troops which fight as a disadvantage. Once X turn rolls around you can now produce US Regular Army troops. Yippie!
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RE: Red Dawn?

Post by Vic »

ORIGINAL: bwheatley

Funny that you mention that becuase that was another game i liked as a kid. Though it was incredibly hard for anyone but the americans to win after what 10 turns you don't get anymore reinforcements and you get smoked. But that was another thing i wanted to do.


@vic
Anyway that we can script setting a gamevar in a later release? I went through and created 100 gamevars for cities and i wanted to run a setvar on a gamevar based on the # of the loop but i'm stuck now because to set a gamevar i have to use the gui. So now i'll have to create 100 events that i will have to reference thats just a lot more code i didnt want to have to write. So just something i thought would be nice. or maybe there is a way to do it that i don't know yet?

i dont tink so. you can use setvar on a gamevar too.
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RE: Red Dawn?

Post by bwheatley »

Ok i'm working on the nuclear attack events now. I'm going to use the execsetprite to change the sprite to ruins. Then do i also need to use execsetlandscape to change it from a city or can i set that specific city to have 0 production after that?

Also is there a function to destroy units in a hex? I see disandunits of all people but i don't see to kill units in a specific hex yet
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RE: Red Dawn?

Post by bwheatley »

I know i can use the ondestruct but i don't want to make every city destruct able just the ones i am scripting into the game.
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RE: Red Dawn?

Post by bwheatley »

looks like execchangelocationtype will work but its undocumented in the manual :)
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RE: Red Dawn?

Post by bwheatley »

looks like execremovetroops will let me remove the troops from the hex. Another undocumented feature. :) we should setup a wiki with a live documenation on advancedtactics.org i can set it up if you need as i'm a developer by profession.
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RE: Red Dawn?

Post by bwheatley »

I have nukes working!

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RE: Red Dawn?

Post by bwheatley »

Washington has been reduced to ruins and all the units in the city have been destroyed! Hence every unit in the screen shot has lost it's HQ!

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RE: Red Dawn?

Post by seille »

Looks nice.
Will i be able to win this as USA player ?
 
I just know the movie with Patrick Swayze [:D]
 
I like the style you write about the development.
Like a scenario creation diary. 
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RE: Red Dawn?

Post by bwheatley »

Question...

Ok having my other problems solved i need to have an exec function that will let me stop all movement from 1 regime for a turn. Is there a movement modifier i can use jsut for 1 regime so i can make it so high they can't move at all? I'm going to simulate the lack of action because of a nuclear attack.
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RE: Red Dawn?

Post by bwheatley »

@seille actually i'm trying to balance it so the soviets have a better chance of winning as it is now it is very similar to USSR vs germans. But its very hard for the soviets to slow the eventual stampade of the usa massive industry. even when i slip right up and take bismarck cutting the US in two both halves of the us make enough supplies to give plenty of supplies and still throw hundreds of troops into the fray. The warsaw pact forces have better morale and teh beginning units start with extremly good XP and they virtually rip through the US forces. So if you husband your forces and use your replacements when you don't need the tip of your spear you should do well. I might need someone soon to help me play test actually to get some issues ironed out etc.
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RE: Red Dawn?

Post by seille »

Mhh, i know one way, but that is a lot of work probably.
 
You can split the movetypes (add a mirror for each regime)
 
Then you´ll have a movetype russian_tank and US_tank for example.
That way you could stop the movement for one tank type for example by changing the speed by ExecMoveTypeModifier.
 
So far so good...
BUT: Each SFType can have only one movetype, so you have to split them too.
 
Now you want the russians produce russian stuff and the american us stuff.
That´s why you have to split the itemtypes also.
 
Doing this is a lot of work, but it will give you a incredible flexibility later.
 
For example you can make russian infantry faster in mountains.
Or you can block special item types per Regime then.
Changing production costs for items per Regime.
I can make russian T34 faster in winter than their german counterparts in my scenario.
 
I did the work for the complete generic set to use these advantages.
In my scenario russian units will move slower thru special enemy loctype (minefield) and vice versa.
A thing you can´t do with the initial masterfile setup (as far as i know...) 
 
The bad thing is you really have to divide the movetypes, sftypes and itemtypes.
Depending on the sftype numbers you´re using it´s more or less work. For the complete generic set it was
a lot of work.
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RE: Red Dawn?

Post by bwheatley »

yea thats a ton of work. I could just take all their supplies for one turn right? or no?
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RE: Red Dawn?

Post by bwheatley »

Or perhaps instead of removing their supplies i'll just give them a complete loss of readiness. If you lose 100% of your communications equipment i guess you won't have any readiness for a fight. Thats only if its too hard to stop a unit from moving for a turn.
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RE: Red Dawn?

Post by seille »

No idea how to remove the supplies by event.
Even this is possible the units carry supply reserves usually, so this won´t work.
And readiness reduction by event is a thing i really don´t like since it increases the supply
consumption a lot and makes the unit useless for some turns.
Unfortunately there is no event that limits the available Action Points per Regime after AP calculation.
Imho ExecMoveTypeModifier is the best way if used with splitted movetypes.

Think about the advantages you can have from the procedure i explained above.
Many, many things possible when the movetypes and itemtypes are divided.
Especially the movetypes.
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RE: Red Dawn?

Post by seille »

forget the 100% readiness loss. Really a nasty thing which makes these units useless for some turns with
standard readiness recovery. In addition you would need tons of extra supply to recover.
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RE: Red Dawn?

Post by bwheatley »

*nods* well my thought is that a nuclear strike on your home soil will at first kill your morale but afterwards i'm planning an event that will steel the morale of the units to much higher levels to simulate they are fighting a great cause as well as fighting for their lives on their home soil. I'm just entertaining the thoughts right now though. Yea on the first turn of the attack the US troops suffer 75% readiness penalties and that really saps them of their will to fight. I also kill their morale after turn 4 they get back their morale and by then their readiness is better. Right now as it stands from turn 1-4 all your cities produce National Guard (brown) troops. After turn 4 all your troops become regular army troops (green). the NG troops fight with 75% effectiveness so it's a welcome sight to be falling back into your homeland then suddenly see 3 M1A1's of the regular army come streaming to the front. :) This map is all about not sending your units piecemail to the front. I've found you really have to hold your units back a turn at least to let them get enough XP to not be disintegrated by the warsaw pact. Though the US has so much supply you can throw your virtual soldiers into the grinder like that and it will stop their advance but that seems almost sovietlike in its doctrine. :) The US shouldn't be throwing soldiers to their deaths without regards to their virtual mothers and fathers. I'm actually going to do what i can to calculate kills and deaths into the final score as well. So that should discourage meatgrinder battles. But i am probably going to make that a varient option so people can use the meatgrinder if you want. It is pretty fun to see cuban soldiers that started at 80-100XP being encricled with human wave tactics.
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RE: Red Dawn?

Post by bwheatley »

Here is the code to nuke washington DC if anyone ever needs something like it.

Code: Select all

 0)    ' Notify the 2 players with different messages
 1)    EXECUTE: ExecAddHistoryActionCard(2, -1)
 2)    EXECUTE: ExecMessage(1, -1, 0, 4)
 3)    EXECUTE: ExecMessage(0, -1, 0, 4)
 4)    SETVAR: Gameslot_Washington DC Nuked(#12) = 1
 5)    EXECUTE: ExecSetLandscape(57, 37, 0)
 6)    EXECUTE: ExecSetSprite(57, 37, 1)
 7)    EXECUTE: ExecChangeLocationType(57, 37, -1, 1)
 8)    EXECUTE: ExecChangeVP(57, 37, 0)
 9)    ' Dock the regime for using nuclear weapons.
 10)   SETVAR: Warsaw Pact_Score(#0) - Gameslot_Nuke City Cost(#8)
 11)   ' Lets destroy the units in the hex
 12)   EXECUTE: ExecRemoveTroops(57, 37, -1, 100)
 13)   EMPTY
 
 
 
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RE: Red Dawn?

Post by bwheatley »

Another screen of the progress all nukes are done. Now i just have to play balanace a bit.

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RE: Red Dawn?

Post by bwheatley »

The US can buy a counterattack as long as Omaha has not been hit by nukes.

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