Naval Mines

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mroyer
Posts: 1286
Joined: Sun Mar 06, 2016 12:27 pm

Naval Mines

Post by mroyer »

Can anyone think of a way to implement naval mines where if a naval unit passes through a "mined" hex it is subject to damage? Using a strength script I can easily do this when a naval unit ends a turn in a mined hex, but I haven't been able to come up with a way for damage to occur when simply passing through a mined hex.

Thanks for any thoughts,
-Mark R.
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Taxman66
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Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

RE: Naval Mines

Post by Taxman66 »

Can you create a mine unit/counter that has no movement points?
Then you can use the auto 1 point of damage if an (enemy) ship moves through the hex.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
dhucul2011
Posts: 429
Joined: Wed Sep 12, 2007 7:32 pm

RE: Naval Mines

Post by dhucul2011 »

I created mine fields in my MOD as follows:

Use a strength script using SOURCE POSITION as a friendly port (eg. London) to fire when an axis unit is withing 2 hexes. Create a bitmap (or use a stock one) to shade the mine filed hexes and label the mine field as British Mine Fields.

This is a limited feature only.

It only works if an axis ship stays on a mine field hex. It will not hit a ship "passing through". But it will dissuade the Axis (non-AI) from sitting in a hex to, for example, block access through the English Channel.





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