
Red Dawn?
Moderator: Vic
RE: Red Dawn?
Once the [regimename]1[/regimename] errr i mean Warsaw Pact goes hot on you then you are able to go hot back on them and cut their reinforcements in half. The primary difference between warsaw pact forces and cuban forces is warsaw pact forces have higher morale and you can buy (via cards) elite moterized infantry divisions that come in with 80XP they really help the warsaw pact hold their own once the US really starts building like rabbits.


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Events
Here are the events i have so far
Code: Select all
0) EXECUTE: ExecAIConservative(0, 500)
1) EXECUTE: ExecAIConservative(1, 30)
2) ' Set initial VPs
3) SETVAR: United States_Score(#0) = 0
4) SETVAR: Warsaw Pact_Score(#0) = 0
5) EXECUTE: BlockEvent
0) CHECK: CheckRound == 1
1) EXECUTE: ExecAddRegimeMorale(0, -75)
2) EXECUTE: ExecReduceReadiness(0, -1, 100, 100)
3) EXECUTE: ExecMessage(-1, 1, 0, 0)
4) CHECK: CheckTurn == 1
5) EXECUTE: ExecMessage(1, -1, 0, 2)
6) EXECUTE: ExecMessage(1, -1, 0, 3)
7) END CHECK
8) EXECUTE: BlockEvent
9) END CHECK
0) CHECK: CheckRound == 2
1) CHECK: CheckTurn == 0
2) EXECUTE: ExecMessage(0, -1, 0, 1)
3) EXECUTE: BlockEvent
4) END CHECK
5) END CHECK
0) ' Give the Warsaw Pact the Paratrooper Card
1) LOOPER: TempVar0 FROM 0 TO 4
2) EXECUTE: ExecGiveActionCard(TempVar0, 1)
3) END LOOPER
4) EXECUTE: BlockEvent
0) ' If there is no nuke option then don't turn them on.
1) SETVAR: TempVar1 = 0
2) CHECK: Gameslot_Nuke City Option(#7) == 0
3) LOOPER: TempVar0 FROM 2 TO 4
4) EXECUTE: ExecRemoveActionCard(TempVar0, 1)
5) SETVAR: TempVar1 = 1
6) END LOOPER
7) END CHECK
8) CHECK: TempVar1 == 0
9) EXECUTE: ExecMessage(1, -1, 0, 4)
10) END CHECK
11) EXECUTE: BlockEvent
0) EXECUTE: ExecMessage(-1, 0, 0, 2)
1) EXECUTE: ExecAddHistoryActionCard(0, -1)
2) EXECUTE: ExecAddUnit(13, Gameslot_Airborne Cuban X(#2), Gameslot_Airborn Cuban Y(#3), 1)
3) EXECUTE: ExecAddUnit(13, Gameslot_Airborne Cuban X(#2), Gameslot_Airborn Cuban Y(#3), 1)
4) EXECUTE: ExecAddUnit(13, Gameslot_Airborne Cuban X(#2), Gameslot_Airborn Cuban Y(#3), 1)
5) EXECUTE: ExecAddUnit(13, Gameslot_Airborne Cuban X(#2), Gameslot_Airborn Cuban Y(#3), 1)
6) EXECUTE: ExecAddUnit(15, Gameslot_Airborne Cuban X(#2), Gameslot_Airborn Cuban Y(#3), 1)
0) EXECUTE: ExecMessage(1, -1, 0, 3)
1) EXECUTE: ExecAddUnit(16, Gameslot_Soviet Reinforcement X(#4), Gameslot_Soviet Reinforcement Y(#5), 1)
2) ' ReDeploy the card for the player to play
3) EXECUTE: ExecGiveActionCard(1, 1)
0) CHECK: CheckMonth == 5
1) CHECK: CheckDay == 22
2) EXECUTE: ExecAddRegimeMorale(0, 75)
3) ' Update the gamevar to people 1 full army
4) SETVAR: Gameslot_UsCurrentPeople(#6) = 1
5) EXECUTE: ExecMessage(-1, 1, 0, -1)
6) EXECUTE: BlockEvent
7) END CHECK
8) END CHECK
0) ' This will loop through every hex and change the people to the right people.
1) LOOPER: TempVar0 FROM 0 TO CheckMapWidth
2) LOOPER: TempVar1 FROM 0 TO CheckMapHeight
3) SETVAR: TempVar10 = CheckHexOwner(TempVar0, TempVar1)
4) CHECK: TempVar10 == 0
5) ' Current Us people will ensure up until X turn we only produce National Guard Units
6) EXECUTE: ExecChangePeople(TempVar0, TempVar1, Gameslot_UsCurrentPeople(#6))
7) END CHECK
8) CHECK: TempVar10 == 1
9) EXECUTE: ExecChangePeople(TempVar0, TempVar1, 2)
10) END CHECK
11) END LOOPER
12) END LOOPER
13) ' Lets specifically go back and set monterrey as a cuban state
14) EXECUTE: ExecChangePeople(25, 55, 4)
0) ' Notify the 2 players with different messages
1) EXECUTE: ExecAddHistoryActionCard(2, -1)
2) EXECUTE: ExecMessage(1, -1, 0, 4)
3) EXECUTE: ExecMessage(0, -1, 0, 4)
4) SETVAR: Gameslot_Washington DC Nuked(#12) = 1
5) EXECUTE: ExecSetLandscape(57, 37, 0)
6) EXECUTE: ExecSetSprite(57, 37, 1)
7) EXECUTE: ExecChangeLocationType(57, 37, -1, 1)
8) EXECUTE: ExecChangeVP(57, 37, 0)
9) ' Dock the regime for using nuclear weapons.
10) SETVAR: Warsaw Pact_Score(#0) - Gameslot_Nuke City Cost(#8)
11) ' Lets destroy the units in the hex
12) EXECUTE: ExecRemoveTroops(57, 37, -1, 100)
13) EMPTY
0) ' Notify the 2 players with different messages
1) EXECUTE: ExecAddHistoryActionCard(4, -1)
2) EXECUTE: ExecMessage(1, -1, 0, 4)
3) EXECUTE: ExecMessage(0, -1, 0, 4)
4) SETVAR: Gameslot_Omaha Nuked(#10) = 1
5) EXECUTE: ExecSetLandscape(30, 33, 0)
6) EXECUTE: ExecSetSprite(30, 33, 1)
7) EXECUTE: ExecChangeLocationType(30, 33, -1, 1)
8) EXECUTE: ExecChangeVP(30, 33, 0)
9) ' Dock the regime for using nuclear weapons.
10) SETVAR: Warsaw Pact_Score(#0) - Gameslot_Nuke City Cost(#8)
11) ' Lets destroy the units in the hex
12) EXECUTE: ExecRemoveTroops(30, 33, -1, 100)
13) ' Remove the counter strike action card if its there.
14) EXECUTE: ExecRemoveActionCard(5, 0)
0) ' Notify the 2 players with different messages
1) EXECUTE: ExecAddHistoryActionCard(3, -1)
2) EXECUTE: ExecMessage(1, -1, 0, 4)
3) EXECUTE: ExecMessage(0, -1, 0, 4)
4) SETVAR: Gameslot_Kansas City Nuked(#11) = 1
5) EXECUTE: ExecSetLandscape(36, 36, 0)
6) EXECUTE: ExecSetSprite(36, 36, 1)
7) EXECUTE: ExecChangeLocationType(36, 36, -1, 1)
8) EXECUTE: ExecChangeVP(36, 36, 0)
9) ' Dock the regime for using nuclear weapons.
10) SETVAR: Warsaw Pact_Score(#0) - Gameslot_Nuke City Cost(#8)
11) ' Lets destroy the units in the hex
12) EXECUTE: ExecRemoveTroops(36, 36, -1, 100)
13) EMPTY
0) ' Notify the 2 players with different messages
1) EXECUTE: ExecAddHistoryActionCard(5, -1)
2) EXECUTE: ExecMessage(-1, 0, 0, 4)
3) SETVAR: Gameslot_USSR Nuked(#13) = 1
4) EXECUTE: ExecChangeLocationType(32, 55, 20, 2)
5) ' Dock the regime for using nuclear weapons.
6) SETVAR: United States_Score(#0) - Gameslot_Nuke City Cost(#8)
0) ' This event will calculate the victory points.
0) ' Check the 3 nuke variables
1) SETVAR: TempVar1 = 0
2) SETVAR: TempVar1 + Gameslot_Kansas City Nuked(#11)
3) SETVAR: TempVar1 + Gameslot_Washington DC Nuked(#12)
4) CHECK: TempVar1 > 0
5) ' Check to make sure omaha hasn't been attacked
6) CHECK: Gameslot_Omaha Nuked(#10) == 0
7) ' If tempvar1 is > 0 we need to issue the united states the nuke card
8) EXECUTE: ExecGiveActionCard(5, 0)
9) EXECUTE: ExecMessage(0, -1, 0, 5)
10) EXECUTE: BlockEvent
11) END CHECK
12) ' If tempvar1 is > 0 we need to issue the united states the nuke card
13) END CHECK
14) EMPTY
15) EMPTY
16) EMPTY
17) EMPTY
0) EXECUTE: ExecMessage(1, -1, 0, 3)
1) EXECUTE: ExecAddUnit(17, Gameslot_Soviet Reinforcement X(#4), Gameslot_Soviet Reinforcement Y(#5), 1)
2) ' ReDeploy the card for the player to play
3) EXECUTE: ExecGiveActionCard(6, 1)
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RE: Events
i'm going to work on the victory points calculations now.
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RE: Events
I'm working on adding partisans to the map i'm reviewing twebers code to see the best way to do it.
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RE: Red Dawn?
The Special Force icon i'll use for irregulars.


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- sf.gif (4.36 KiB) Viewed 167 times
-Alpha Tester Carrier Force
-Beta Tester ATG
- Mod Maintainer (past) for ATG's WAW mod
- Mod Maintainer (past) for ATG's GPW mod
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester WITE2
-Alpha Tester Wif
-Beta Tester Command
-Beta Tester ATG
- Mod Maintainer (past) for ATG's WAW mod
- Mod Maintainer (past) for ATG's GPW mod
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-Alpha Tester WITW
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RE: Red Dawn?
A nuke has struck Washington DC. The hex and all surrounding hexes have been destroyed including the roads. The unit that was in baltimore suffered 80% losses.


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RE: Red Dawn?
I created the partisans with a little arty and it works best against unarmored trucks and artillary.
to simulate an ambush and then a quick fade away into the bushes.

to simulate an ambush and then a quick fade away into the bushes.

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- a1.jpg (236.67 KiB) Viewed 167 times
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