RE: Limited Stacking
Posted: Sat Sep 24, 2011 3:33 pm
You've described what you do before, but what does CPX stand for? (I googled with no joy.)
A bit OT, but briefly; it stands for Command Post eXercise. 2 sides with an umpire. We adapt the technique for AE so that Side A moves and sends a raw file to the umpire along with a brief description of what's going on. The umpire may or may not monkey with the file, depending. Umpire then saves and sends to Side B. Side B then moves and sends a raw file to the umpire along with a brief description of what's going on. The umpire may or may not monkey with that file, depending. The umpire then sends the final file to A and B for them to run and see what happened.ORIGINAL: witpqs
You've described what you do before, but what does CPX stand for? (I googled with no joy.)
ORIGINAL: JWE
Also think bases are best tweaked on a case by case. Stubs will work, and perhaps are necessary, to get the multipliers set up right, but certain bases will nevertheless need the base limits (BL) set manually. Lots of work, but still.
ORIGINAL: Andrew Brown
ORIGINAL: JWE
Also think bases are best tweaked on a case by case. Stubs will work, and perhaps are necessary, to get the multipliers set up right, but certain bases will nevertheless need the base limits (BL) set manually. Lots of work, but still.
Using a bit of data manipulation in Excel I can change the values to account for base data fairly easily, and I currently think this might be the best approach. It would result in higher stacking values for most bases on the map, with the non-base hexes all retaining their original, "low" values. Small bases would not give a significant bonus, but large bases would.
My current thinking is that the bonus could be set to something like 5,000 points per point of port and airfield levels. So, for example, a base with port 5 and airfield 5 would provide a bonus of 50,000. As mentioned, these values would not change during the game, even if ports and/or airfields are built up, but I can live with that.
Andrew
Um, not sure this is a good idea. Am sending you a pm as to why. In the meantime, please do not do the base account thing till we discuss this. You may, of course, do what you wish, but don't think this is good and I'll explain why off-line.ORIGINAL: Andrew Brown
Using a bit of data manipulation in Excel I can change the values to account for base data fairly easily, and I currently think this might be the best approach. It would result in higher stacking values for most bases on the map, with the non-base hexes all retaining their original, "low" values. Small bases would not give a significant bonus, but large bases would.
Andrew
ORIGINAL: witpqs
ORIGINAL: Andrew Brown
ORIGINAL: JWE
Also think bases are best tweaked on a case by case. Stubs will work, and perhaps are necessary, to get the multipliers set up right, but certain bases will nevertheless need the base limits (BL) set manually. Lots of work, but still.
Using a bit of data manipulation in Excel I can change the values to account for base data fairly easily, and I currently think this might be the best approach. It would result in higher stacking values for most bases on the map, with the non-base hexes all retaining their original, "low" values. Small bases would not give a significant bonus, but large bases would.
My current thinking is that the bonus could be set to something like 5,000 points per point of port and airfield levels. So, for example, a base with port 5 and airfield 5 would provide a bonus of 50,000. As mentioned, these values would not change during the game, even if ports and/or airfields are built up, but I can live with that.
Andrew
That sounds like something you might query Michael on, as it changing in-game with base building is a really good idea if he can make it happen.
ORIGINAL: Andrew Brown
ORIGINAL: witpqs
ORIGINAL: Andrew Brown
Using a bit of data manipulation in Excel I can change the values to account for base data fairly easily, and I currently think this might be the best approach. It would result in higher stacking values for most bases on the map, with the non-base hexes all retaining their original, "low" values. Small bases would not give a significant bonus, but large bases would.
My current thinking is that the bonus could be set to something like 5,000 points per point of port and airfield levels. So, for example, a base with port 5 and airfield 5 would provide a bonus of 50,000. As mentioned, these values would not change during the game, even if ports and/or airfields are built up, but I can live with that.
Andrew
That sounds like something you might query Michael on, as it changing in-game with base building is a really good idea if he can make it happen.
It sounds good in theory, but that would involve manipulating the map data values (which is where stacking limits are stored) during the course of a game, which is not a trivial task. So I don't think this is on the table right now or in the forseeable future...
Andrew
There's a lot of things that are going on, my friend, to define even the basic paradigm of this. Soon as it's set and understood, if there are any code hooks necessary, we'll be sure to ask for them.ORIGINAL: witpqs
I understand, but give him a chance to say that. He's already blasted through stuff I had previously thought was too much for the patch.
ORIGINAL: witpqs
Let's get the dog defined first. [;)]
ORIGINAL: JWE
There's a lot of things that are going on, my friend, to define even the basic paradigm of this. Soon as it's set and understood, if there are any code hooks necessary, we'll be sure to ask for them.ORIGINAL: witpqs
I understand, but give him a chance to say that. He's already blasted through stuff I had previously thought was too much for the patch.
Right now, ya'll might be grasping michaelm by the tail and having him wag a dog of indeterminate scope and quantity. Not goodnik. Let's get the dog defined first. [;)]