Which scenario has adjusting production

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Twotribes
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Which scenario has adjusting production

Post by Twotribes »

I want to do adjusting production but can't figure it out. Perhaps if I knew which scenario had it I could look how they did it. I though GD did it but it doesn't appear so.
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RE: Which scenario has adjusting production

Post by ernieschwitz »

Global Domination does not but Global Domination 1938, does...
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RE: Which scenario has adjusting production

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gd1938 version 200 is latest right?
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RE: Which scenario has adjusting production

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Ok I can not figure out how to do it. The research field lists production sft when I check the sft there is nothing but zero's. And each of the percentages lists the same sft.
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RE: Which scenario has adjusting production

Post by Vic »

The problem here is I am not quite sure what you want to do or what is not doing as you expected. Maybe a screenshot or 2 would really help here in giving some advice.

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RE: Which scenario has adjusting production

Post by Twotribes »

Research uses an ITEM. when I look at items there is no associated item with production.
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RE: Which scenario has adjusting production

Post by ernieschwitz »

The production increases are not tied to an item. It is done via event code.
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RE: Which scenario has adjusting production

Post by Twotribes »

How when they are re4search items? What ties the event to the research?
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RE: Which scenario has adjusting production

Post by ernieschwitz »

Basically each turn an event is run that checks what level of industrialization has been researched, and then sets production to that level.
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RE: Which scenario has adjusting production

Post by Twotribes »

Could I copy that for a solo game where the human player can advance but the AI can't?
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RE: Which scenario has adjusting production

Post by ernieschwitz »

I think you can, at least with some modification, it will work. The system however was developed for AT, not ATG, and that does make some things less compatible. ATG uses up to 4 different prod.mods. while AT just used the 1.

Some thought has to go into it i think. I am not sure that a system based on research is the best, maybe a card based system is better... i don´t know... Will have to think it over.
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RE: Which scenario has adjusting production

Post by icym »

"I want to do adjusting production but can't figure it out."

I am pretty new to the editor, (and totally new to forum posting) so I feel a bit presumptuous trying to answer, but if what you want to do is change the production capacity of a given regime, this might help a little.

Regime 10 is Spain
People 11 are Axis Minors (Spain is an Axis Minor)
This event keeps Spanish Military production low while it is not at war with Regime 4

CHECK: CheckWar (10, 4) == 0 [Checks Spain is not at war]
CHECK: CheckTurn == 10 [Checks this is the Spanish Turn]
EXECUTE: ExecChangePeopleProdMod [new] (11, 11, 40, 1)
[40 = Production 40% of normal. 1 = ProdMod 1 which is normally tied to to your military stuff like rifles and tanks and to supply]
[The actual Items Types screen will show UseProdMod:0, but if you click on the button to the left, a message comes up saying 0 is seen as 1, bit confusing that]
END CHECK
END CHECK

The above is set to be an Early Start Turn Check, so it will happen at the start of the Spanish Turn

I found that if you changed a production modifier it could mess with the other regimes.

So this event was set to follow the above:

CHECK: CheckTurn == 10
EXECUTE: ExecChangePeopleProdMod [new] (11, 11, 100, 1)
END CHECK

This is a Close Turn check so it sets production back to normal for the regimes that follow.

If you need more flexibility, you can use a regime variable to define the production percentage.

I wanted the US to gear up slowly from the start of the game in June 1941, so there is an event that allows this:

CHECK: CheckMonth = 6
SETVAR: US_US Entry track(#20) = 10
END CHECK
CHECK: CheckMonth = 7
SETVAR: US_US Entry track(#20) = +10
END CHECK
etc etc

So in June production is set at 10%, In July at 20% and so on.

The event setting US production looks like the one for Spain, but uses the Regime Variable to set the percentage:

CHECK: CheckTurn == 1
EXECUTE: ExecChangePeopleProdMod [new] (1, 1, US_US Entry track(#20), 1)
END CHECK

Once again followed by a Close Turn Event to set production back to normal after the US turn:

CHECK: CheckTurn == 1
EXECUTE: ExecChangePeopleProdMod [new] (1, 1, 100, 1)
END CHECK

If you wanted a regime to have no military production, you could set the relevent regime to zero:

EXECUTE: ExecChangePeopleProdMod [new] (11, 11, 0, 1)

If you want to vary something other than military production, say political points, you can tie that item to a production mod in the items screen

In the Editor, Item tab, click on the Item Types list. If you click on Political Points in the Item Types List, you will see a number of options appear on the far right of the screen:

The last of these is USEProdMod: [followed by a number]

If you change this number to say 3, then the research output of a regime can be set to your specified percentage, or to zero to turn if off altogether:

EXECUTE: ExecChangePeopleProdMod [new] (11, 11, 50, 3)
Sets Regime 11 to have 50% production of Item with ProdMod 3 (Research)

I hope this helps, please forgive me if I have misunderstood your enquiry.
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RE: Which scenario has adjusting production

Post by ernieschwitz »

Yes, that programming will work...

But I think that the original query has to be understood as player adjustable production. That is a player of the game gets the option of adjusting the production, either via Action Card, or via Research.
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RE: Which scenario has adjusting production

Post by icym »

OK thanks for clarifying. In that case I think the actual query exceeds my expertise level. [:)]
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