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RE: Red Dawn?

Posted: Fri Apr 04, 2008 3:55 am
by bwheatley
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

Posted: Fri Apr 04, 2008 4:15 am
by bwheatley
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)
 
 
 
 
 

RE: Events

Posted: Fri Apr 04, 2008 4:17 am
by bwheatley
i'm going to work on the victory points calculations now.

RE: Events

Posted: Sat Apr 05, 2008 2:10 am
by bwheatley
I'm working on adding partisans to the map i'm reviewing twebers code to see the best way to do it.

RE: Red Dawn?

Posted: Sat Apr 05, 2008 7:49 am
by bwheatley
The Special Force icon i'll use for irregulars.

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RE: Red Dawn?

Posted: Sat Apr 05, 2008 6:23 pm
by bwheatley
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?

Posted: Sun Apr 06, 2008 6:23 pm
by bwheatley
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.

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