Theater Reconnaissance Capability Multiplier

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LOK_32MK
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Joined: Wed Jun 14, 2006 2:37 pm

Theater Reconnaissance Capability Multiplier

Post by LOK_32MK »

I was trying to find a way to increase or decrease the Theater Reconnaissance Capability as certain hexes are occupied or recon assets (e.g. radars, recon aircraft) are destroyed or deployed.
The event editor allows the designer to set the Recon level:
Force 1 or 2 Theater Reconnaissance Capability ...is set to a certain percentage
However, I want to make it work as a multiplicative factor like the Replacement (or supply) Rates:
Force 1 or 2 Replacement Rates Are Multiplied ...by a given percentage (1% to 999%).
I looked into using an event loop (tm.asp?m=1951673&mpage=1&key=Event%2Cloop&#1951673) but I don't think it would work.

Any ideas would be most welcome.
Thanks in advance
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shunwick
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RE: Theater Reconnaissance Capability Multiplier

Post by shunwick »

LOK_32MK,

Not sure why you would want to do that.

Theater Recon works like this:

Turn 1: Theater Recon 1 = 0 gives Theater Recon for side 1 0% recon.

Turn 2: Theater Recon 1 = 20 now gives Theater Recon for side 1 20% recon.

Turn 3: Theater Recon 1 = 10 now gives Theater Recon for side 1 30% recon.

Turn 4: Theatre Recon 1 = -20 now gives Theater Recon for side 1 10% recon.

These are obviously keyed to the turn number but you can trigger the events on another key.

There is a use for taking Theater Recon below 0%. But Theater Recon above 100% is pointless as far as I know.

Hope this helps.

Best wishes,
Steve

PS: My personal belief is that theater recon is better undercooked than overcooked. But that is up to you.
I love the smell of TOAW in the morning...
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Telumar
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RE: Theater Reconnaissance Capability Multiplier

Post by Telumar »

Simply use this:

Ev #1 Unit destroyed, News Only
Ev #2 Event Activated, Activated #1, Theater Recon (side 1 or 2, value= )

or:

Ev #1 Force occupies, News Only
Ev #2 Event Activated, Activated #1, Theater Recon (side 1 or 2, value= )
ORIGINAL: shunwick
PS: My personal belief is that theater recon is better undercooked than overcooked. But that is up to you.

Seconded.
LOK_32MK
Posts: 141
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RE: Theater Reconnaissance Capability Multiplier

Post by LOK_32MK »

The reason I want to do this is that is there are many events that I want to use to reduce theater recon: for example occupying 10 different hexes or destroying 10 different recon units. If all I can do is set the current value then it will not work as a cumulative loss of theater recon which is what I am trying to do.
This idea works very well with supply and replacements.
it's really not a big deal but it would have been nice to find a work around.
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LLv34_Snefens
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RE: Theater Reconnaissance Capability Multiplier

Post by LLv34_Snefens »

If all I can do is set the current value then it will not work as a cumulative loss of theater recon which is what I am trying to do.


You can't set the current value, you can ONLY add or subtract from the theater recon value. Shunwick showed an example of its function.
Stefan O. Kristensen
LOK_32MK
Posts: 141
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RE: Theater Reconnaissance Capability Multiplier

Post by LOK_32MK »

I must be missing something. The manual says (p.58):
"Force 1 or 2 Theater Reconnaissance Capability ...is set to a certain
percentage."

This is different from the way supply works (at least the way I understand it):
Force 1 or 2 Force Supply Stockpile Level Is Increased ...by a
given percentage.

What I want to do is this (in pseudo code)
Assume you start with Theater Reconnaissance Percentage = X
If (event 1 trigger) then
X = X-0.1*X
end if

if (event 2 trigger) then
X = X-0.05*X
end if

if (event 3trigger) then
X = X-0.2*X
end if;

in this simple example the effect is cumulative.

This is different from what the manual says and what Shunwick suggested.
Using his example:

If (event 1 trigger) then
X = 10% (or whatever value you want to choose)
end if

If (event 2 trigger) then
X = 30% (or whatever value you want to choose)
end if


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LLv34_Snefens
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RE: Theater Reconnaissance Capability Multiplier

Post by LLv34_Snefens »

It seems the manual isn't updated. From the EvilEd document:
Theater Recon
In version 1.04 (CoW) this trigger no longer sets the actual number of theatre recon but has either a + or a -
attached to it. The default is a + a minus you will actually see. This has a pretty big impact on some of the
older scenarios most of which now have incredibly high recon ratings since in the old system if the recon
was set at 25 and later an event took place that increased it the editor would set it at, for example 30, in
the new system that is interpreted as 25+30=55. (Jeremy)

This can be used to simulate failing recon from loss of aircraft units for example. Simply tie unit
destroyed in with -5 theatre recons and watch one side go blind as their air force is shot down. (Jeremy)

May cause incompatibility in PBEM if one player uses version 1.03 and the other player version 1.04. I
have observed theater recon changing arbitrarily in such a situation. (Peter)
Stefan O. Kristensen
LOK_32MK
Posts: 141
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RE: Theater Reconnaissance Capability Multiplier

Post by LOK_32MK »

t. The default is a + a minus you will actually see. This has a pretty big impact on some of the
older scenarios most of which now have incredibly high recon ratings since in the old system if the recon
was set at 25 and later an event took place that increased it the editor would set it at, for example 30, in
the new system that is interpreted as 25+30=55. (Jeremy)

Thanks a lot! Then I stand corrected. I can test it and make sure.
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