Unit from Unit scripts NOT counting against build limits/showing up in queue?

Fury Games has now signed with Matrix Games, and we are working together on the next Strategic Command. Will use the Slitherine PBEM++ server for asynchronous multi-player.

Moderators: MOD_Strategic_Command_3, Fury Software

Post Reply
User avatar
Elessar2
Posts: 1464
Joined: Wed Nov 30, 2016 12:35 am

Unit from Unit scripts NOT counting against build limits/showing up in queue?

Post by Elessar2 »

Could have put into the Tech subforum, but as it is of broader gameplay implications I'll put it here:

Unit scripts are a vital tool for helping to shape a given country's combat lineup. But I've always been a bit bugged that units that are spawned in this way do NOT count against the country's build limits, before the fact.

So, any way that, once a unit build is "locked" into stone from the appropriate support scripts firing, that it shows up in the queue, or at least can be deducted from the build limits? With the added option to have a toggle if the designer does NOT want said unit to count against said limits? Maybe it can be placed into the queue, but with a checkbox or such tying it back to the script(s) in question?

Yes, it may be very tricky and involved to tie both game systems together like that, and I grasp that we are at the end of the current game engine's cycle. Just throwing it out there.
EvanJones
Posts: 140
Joined: Sat Jan 06, 2024 2:08 am

Re: Unit from Unit scripts NOT counting against build limits/showing up in queue?

Post by EvanJones »

Well, it does channel how much of what gets built. You can force-build to get that extra tank. But if you do that, you probably can't do the same for extra subs. One force composition for a Sealion approach, one for Barbarossa. And if you lose an "excess" unit, it can't be rebuilt, as the old limit reasserts.
Post Reply

Return to “Strategic Command WWII War in Europe”