New Regiime Variable Question

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

Post Reply
GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

New Regiime Variable Question

Post by GaryChildress »

Hi all, I'm revisiting this great game. I've gotten the itch lately to play a wargame and of course the first thing I did was to start modding it again.

I created an event to implement "manpower" in game. It shows how much manpower is being used each turn due to production but it doesn't show how much manpower is being created per turn. Is there a way to get the UI to show how much manpower is being created per turn. Currently I have it set to where manpower is generated every turn as a factor of how many cities a player controls x 50. So for instance if a player controls 2 cities, the manpower increase per turn would be 100. So how would I get it to tell me next to the manpower pool that I will be getting 100 manpower next turn?

Thanks for any help.
User avatar
ernieschwitz
Posts: 4610
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: New Regiime Variable Question

Post by ernieschwitz »

I haven't been able to find one. So I have had to make a "report" of sorts at the beginning of the turn using the event code. Unfortunately that seems to be the only real way to tell players about it. You could also make a card (free to play) that would tell players how much they would gain next turn.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: New Regiime Variable Question

Post by GaryChildress »

Thanks for the ideas, ernieschwitz. I appreciate your reply. I'll look into it more and see what I can come up with. [:)]
User avatar
Ormand
Posts: 835
Joined: Tue Feb 17, 2009 1:31 am

RE: New Regiime Variable Question

Post by Ormand »

In order for the new manpower to show up in the display at the top of the game is for it to be a "production" item. Similar to PP, oil, and raw, which are set as a RegimeVar. So, when you make that RegimeVar displayed, it would show the current amount, the amount being used, and the production. You could create a LocType that creates manpower and place it next to cities, set it to autoproduction, and away you go. You would also want it to have the correct ProdMod so that only a regime with that people type can produce it. A problem is that if you have a cap on manpower, it would be hard to implement. Although, there are probably some event mods that might be able to do it.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
User avatar
ernieschwitz
Posts: 4610
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: New Regiime Variable Question

Post by ernieschwitz »

Yes, you could do that. You could even make a single location to produce them all, in a hex that was "Off map"... that is unaccesible to players. Then you might manipulate its production points, via code, to give any value you want.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
LarryBurstyn
Posts: 76
Joined: Tue Jun 11, 2019 11:04 am
Location: Cornville, AZ

RE: New Regiime Variable Question

Post by LarryBurstyn »

In a unpublished version of the old ETO (European Theatre of Operations (I could not get the weather to do what I wanted and gave up). I created a string which totaled every city (real population in the latest census) that when the nation controlled that city a certain percentage of the population would become available to serve in the military. Each year the population would increase a small amount based on past birthrates--standardized because giving each nation it's own birthrate would make the event really really long. I was thinking of adding a card that would increase birth rates but gave up before I implemented it. I even added a card that would allow the nations a certain increase in the percentage of the population that could be drafted. Plus a card for the Germans that would greatly increase the percentage that could be drafted but would hurt production. Unfortunately My computer crashed and I lost the ETO redesign.
User avatar
ernieschwitz
Posts: 4610
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: New Regiime Variable Question

Post by ernieschwitz »

That's really sad :( I liked ETO
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
LarryBurstyn
Posts: 76
Joined: Tue Jun 11, 2019 11:04 am
Location: Cornville, AZ

RE: New Regiime Variable Question

Post by LarryBurstyn »

I found some notes I had made while I was working on ETO Redone.

ETO REDONE.odt (file://LARRY-PC/Users/Larry/Dropbox/ETO%20REDONE.odt)


Hope that works for those that are interested.

https://www.dropbox.com/s/gfoxfjk4ajxe0 ... REDONE.odt
User avatar
ernieschwitz
Posts: 4610
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: New Regiime Variable Question

Post by ernieschwitz »

Downloaded, and thanks :)
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
Post Reply

Return to “Mods and Scenarios”