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RE: Third party combat resolution tutorial

Posted: Fri Apr 17, 2009 8:48 pm
by gazfun
Anybody wishing to help out would be appreciated especially when the aforementioned title is released

RE: Third party combat resolution tutorial

Posted: Sat Apr 18, 2009 1:01 am
by bOrIuM
isnt it possible to just do a ingame popup that will change the battle file for us ? Like the Admin panel...

RE: Third party combat resolution tutorial

Posted: Wed May 27, 2009 6:30 am
by gazfun
No sorry the admin panel doesnt have that facility at all.

sorry for taking so long, I have been busy

RE: Third party combat resolution tutorial

Posted: Fri May 29, 2009 7:24 am
by bresh
Would be nice if 3.rd party could use the reinforce, then it be workable.
 
Regards
Bresh

RE: Third party combat resolution tutorial

Posted: Fri May 29, 2009 1:30 pm
by Marshall Ellis
I think I have created a way to do this (Not coded yet BUT designed on paper) which would be to export all available units for reinforcing to the battle file then allowing the results file to indicate which units reinforced THEN upon loading would auto move the reinforcing units to the battle area. The reinforcement rolls would be done outside the game but that's the plan anyway. Thoughts?

RE: Third party combat resolution tutorial

Posted: Fri May 29, 2009 7:12 pm
by gazfun
ORIGINAL: Marshall Ellis

I think I have created a way to do this (Not coded yet BUT designed on paper) which would be to export all available units for reinforcing to the battle file then allowing the results file to indicate which units reinforced THEN upon loading would auto move the reinforcing units to the battle area. The reinforcement rolls would be done outside the game but that's the plan anyway. Thoughts?
Thats sounds good Marshall.
Because it would allow reinforcement of a third party battle, which is realistically needed, there would have to be some kind of time indication somehow to know when these reinforcemnt forces would enter the battlefiled, being three rounds in a EiA battle (day?) perhaps each round would be 4 hours? of a 12 hour movement day, maybe Im getting a little to particular here!

As to what part of the hour they would arrive could be done by die roll, as the software for making a third party battle does have a variation factor also embedded in the game, an hour or so either way, so it eliminates the hindsight factor in a battle.

Also in the case a leader casualty, that would or should be taken care of naturally in a third Party battle, would or could that be indicated back in EiA as well.

RE: Third party combat resolution tutorial

Posted: Wed Aug 26, 2009 6:25 am
by gazfun
Marshall
So whats happening now to get the Reinforcement issue working in this Third party combat.
Its just a matter of being able to put those units that are eligable and end up in the same area after the end of combat really.

There is a decent Third Party battle system coming out now, and we are looking to use Eia

RE: Third party combat resolution tutorial

Posted: Wed Aug 26, 2009 9:25 am
by Marshall Ellis
I havent't touched this in a while! I've got a few more major changes/additions before I'll get to this Gaz BUT this is not off the plate!

RE: Third party combat resolution tutorial

Posted: Fri Sep 04, 2009 9:28 pm
by gazfun
With the advent of Hiswar Les Grognards which we plan to use as a Third Party Battlefield set up, reinforcements will be needed and its a big issue to get these forces available.
It would be a matter of the selection of which units are available, in neibouring areas as reinforcements an a die roll if of there arrival.
I know its not simple in computer codes having said that [8|]

RE: Third party combat resolution tutorial

Posted: Tue Sep 08, 2009 11:41 am
by Marshall Ellis
Gaz:

I hear ya! It's not that complex. Simply time management right now! LOL!

RE: Third party combat resolution tutorial

Posted: Wed Sep 16, 2009 5:28 am
by Kai
Thanks for continuing to work on this.

There are many of us who really like this aspect of EIA.

(and third party ship combat would be a beautiful thing as well.)

RE: Third party combat resolution tutorial

Posted: Wed Sep 16, 2009 9:57 am
by Marshall Ellis
Kai:

I will continue to mod this and make it better BUT there are so many things that I need to do before this BUT feel free to keep throwing mod ideas to me!

RE: Third party combat resolution tutorial

Posted: Thu Sep 24, 2009 2:40 am
by Kai
ORIGINAL: Marshall Ellis

I think I have created a way to do this (Not coded yet BUT designed on paper) which would be to export all available units for reinforcing to the battle file then allowing the results file to indicate which units reinforced THEN upon loading would auto move the reinforcing units to the battle area. The reinforcement rolls would be done outside the game but that's the plan anyway. Thoughts?

This is great.

[&o][&o][&o]

RE: Third party combat resolution tutorial

Posted: Thu Sep 24, 2009 3:43 am
by Kai
So, what is the unit format? Does each unit in the game get a distinct number?

Is the French I Corps the number 0?

The French Guards Corps is designated 282 ?

I would be interested in being able to modify unit strengths of units not involved in the battle (like reinforcements.) In order to do this, I guess I would need to know a unit's numeric designation.


Is there a list anywhere of the units and their corresponding number designations?





#Unit info format:
#~uUnitname with Tactical and Strategic numeric values
#~eNumber of guard factors
#~iNumber of infantry factors
#~mNumber of militia factors
#~cNumber of cavalry factors
#~aNumber of artillery factors
#~hNumber of heavy ships
#~lNumber of light ships
#~tNumber of transports
#Change these numbers to reflect new force levels
# Attacker Forces (France) Morale 4.05
~u0I corps T:2 S:2 M4.00
~e0
~i25
~m0
~c3
~a0
~h0
~l0
~t0



RE: Third party combat resolution tutorial

Posted: Thu Sep 24, 2009 10:17 am
by Marshall Ellis
I believe the unique unit number is exported with the units in the battle file?

RE: Third party combat resolution tutorial

Posted: Wed Oct 07, 2009 7:41 am
by Kai
It works for naval combat now!!!!!

[&o][&o][&o]

Marshall, you are the BEST.

RE: Third party combat resolution tutorial

Posted: Thu Oct 07, 2010 7:25 pm
by gazfun
Putting in a report on this function very soon. AAR of EiA and Histwar Les Grognards

RE: Third party combat resolution tutorial

Posted: Thu Oct 07, 2010 7:41 pm
by Kai
ORIGINAL: gazfun

Putting in a report on this function very soon. AAR if EiA and Histwar Les Grognards

Where can we see the report?

RE: Third party combat resolution tutorial

Posted: Thu Oct 07, 2010 8:53 pm
by gazfun
I will do it here

RE: Third party combat resolution tutorial

Posted: Sat Oct 16, 2010 3:09 am
by gazfun
Have done a TGHQ on Campaign Management using EiA and Histwar Les Grognards presentation
There are 2 presentations there at the bottom of the gallery Short version and a Full Version
Enjoy The Generals HQ Gallery