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RE: America's Map

Posted: Mon Dec 17, 2018 4:10 pm
by sPzAbt653
I always have time for scenario design. This Conquistador game is kicking my butt! I had several months work on it and it wasn't playable for several reasons. I had been using a Beta version of WaW, so I started over with WiE and that is going well so far. However, the SC3 mechanics aren't really well suited to the Conquistador mechanics. So I'm making things up as I go along. Discovery of Gold is an issue [Resources don't like to be 'found' and then depleted later]. Victory Conditions are an issue [it looks like Victory is always dependent on location ownership, not any type of Victory Points]. Historical personages leaving are an issue as there is no Withdraw Unit event. Transporting Gold and Loot is an issue as there is no way to do it. I haven't given up yet, and that's enough whining for now.

RE: America's Map

Posted: Tue Dec 18, 2018 12:13 pm
by BillRunacre
Hi

There isn't a method that I know of to make a hex return to a totally neutral status, apart from changing it to a full sea hex and then replacing that with a land hex.

In terms of Victory Conditions, there will be limitations but you can always have a Decision Event trigger the Victory script, or even a string of Decision Events, and Majors having low National Morale can be one of them, as there is a setting in the Decision Event script to register that. Hopefully that might help.

Decision Events can also be used to add/deduct MPPs, and they can be dummy events, i.e. with no text the player sees, so the event just automatically happens.

I don't know to what extent these thoughts might help, but hopefully they might inspire some solutions. [:)]

RE: America's Map

Posted: Tue Dec 18, 2018 1:41 pm
by Taxman66
Can a specific unit (e.g. 'Treasure ship') moving into a specific port(s) trigger an event?

Can the manual disbanding of a certain unit (e.g. historical figure) trigger an event?... I'm thinking here of offering the player a carrot to manual disband said historical figure. You can also provide a stick with a date trigger event that cripples said unit (say 0 movement points or removal of his primary feature such) with a pop up message/event saying he is too old/sick to move. You could provide a morale bonus for a 'state funeral' if he is disbanded in the Capital for example.

RE: America's Map

Posted: Tue Dec 18, 2018 8:09 pm
by sPzAbt653
No and No [:(]

I don't want to be anti-no-stacking but, we also can't stack units. So that limits some flexibility.
Supply in the New World is also a pain, as Full Supply is only generated thru out the land from a Major Capital, and there are none in the Americas, so supply is always low which results in poor movement, morale and readiness, which makes for drudging game play.

RE: America's Map

Posted: Tue Dec 18, 2018 9:02 pm
by Taxman66
There are mulberry graphics, I wonder if there is a way to create supply units.

RE: America's Map

Posted: Tue Dec 18, 2018 9:04 pm
by Taxman66
Or Decision Events that would create colonies (aka minor countries) wuth their own capitals.

RE: America's Map

Posted: Wed Dec 19, 2018 12:36 pm
by sPzAbt653
No way to create supply units that I know of, although HQ's could help. But I tried using HQ units in the first go-round of this thing and they just didn't work well so I got rid of them.

All of the colonies have their own capitals, but as they are Unconnected Minor Capitals they only generate 5 supply. That means that units can only get reinforced to 8, so after a few turns in the New World they are generally all down to like 20% readiness and morale. You have to ship units back to Europe to get them fit again. That doesn't kill it but it looks like I made a bad design.

RE: America's Map

Posted: Wed Dec 19, 2018 1:04 pm
by Taxman66
Northern Ireland is part of the UK homeland. Could you make a 1 hex city/port part of the major power so as to have a higher value?

Or provide HQs to the minor/colony so as to push a higher supply value. They wouldn't be able to control the major units but would give them (including major HQs) more supply.

RE: America's Map

Posted: Wed Dec 19, 2018 1:07 pm
by Taxman66
You could also turn the colonies into weak major powers. The new version is allowing 10 majors now.

RE: America's Map

Posted: Wed Dec 19, 2018 2:23 pm
by sPzAbt653
I should jump back to the thread dedicated to the campaign [:)]