Combat Modifier 0

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Delyn Locksmiths
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Combat Modifier 0

Post by Delyn Locksmiths »

I may go back and change this, as it may confuse people who don't read the scenario description properly. I am making a ww2 scenario wich aims to be a strategical simulation of the European (and North African) theatre. I don't want French soldiers fighting on the axis side, and I don't want germans fighting for the soviets. So I've given allied troops a 0 combat modifier when fighting for the axis, and vice versa. This means that whilst the Germans can raise French Regiments, they'll be useless in combat.

However, it occured (and this may not be a bad thing) to me that they could produce transport (half tracks, ships and trucks) in occupied cities - as these don't have a combat value anyway. Am I correct? Would a citroen lorry with a combat value of 0 be as good in a panzer division as a volkswagen lorry?

Are the Italian trucks in the North Africa scenario as good as the German trucks?
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Vic
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RE: Combat Modifier 0

Post by Vic »

I advice you to either let them produce worthy troops or not let them produce at all.
 
If you really want the occupied people to produce something at all just add a new itemgroup like
"Collaborators" that are only produceable by a German regime while the SFtype they produce is only recruitable from the French.
 
kind reg,
vic
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Delyn Locksmiths
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RE: Combat Modifier 0

Post by Delyn Locksmiths »

Vic, I am running different peoples under the same Regime in order to keep different counter colours and combat effectivness etc. However, what I don't want is a captured French city, producing French troops for the Axis. But I need the cities to be able to produce supply and PP. Otherwise the armies would grind to a halt. The only way I can see to do it is to create a new loc type (eg french city) and make it unable to produce troops when owned by Germans. The problem with that is the amount of work - I'll have to make French Cities, Soviet Cities, German Cities, Italian Cities, Axis Minor Cities etc etc.
 
Is there a quicker way round it?
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Vic
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RE: Combat Modifier 0

Post by Vic »

What i would do is not allow ANY production in the captured towns, but instead give the German people a production modifier boost based on the ammount of towns they captured.
 
i dont see any workaround other then adding extra itemtypes or extra loctypes.
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Delyn Locksmiths
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RE: Combat Modifier 0

Post by Delyn Locksmiths »

The production modfier is no use, as that would effectivley allow them to produce troops in the captured towns. Thanks for the advice, I will have to make the new loc types.
 
 
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Vic
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RE: Combat Modifier 0

Post by Vic »

Delyn,
 
of course i am not mistaken. :)
 
 what i suggested is you block production in french towns owned by germans. But give the german people in German towns a production bonus based on the number of towns the germans conquered. it is even more realistic that way.
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Delyn Locksmiths
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RE: Combat Modifier 0

Post by Delyn Locksmiths »

Ok, that's what I'm doing now. Better learn to code events.
 
I can do something like if (paris hex) is owned by German reigime, change production modifier to something. Yes?
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Delyn Locksmiths
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RE: Combat Modifier 0

Post by Delyn Locksmiths »

Ok, I am writing an event for the fall of Poland now. How can i make the capturing of Warsaw add 1/8th to German production. But only on the turn it falls. I fear the idea I have will add 1/8th to German production every turn Warsaw is in German hands.

The other way I've thought of doing it, is writing somthing like

If warsaw is in German hands let production modifier = (prod mod x 45)/40.
If Paris is in German hands let production modifier = (prod mod x 60)/40.

etc etc, run the event every turn, and reset the production modifier with another event at the start of every turn.
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Delyn Locksmiths
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RE: Combat Modifier 0

Post by Delyn Locksmiths »

ok, so if I'm going to reset the variables at the start of every turn, and run the checks at teh start of every turn. How's this for an event checking if Germany has conquered key cities in France and Poland? German occupied cities will then be divided by Germany's initial occupied cities to give me a production multiplier.

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