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Hex Facing Script for units possible?

Posted: Sun Dec 23, 2007 8:36 pm
by bbarr97
I do not own the game and I am trying to determine if I want to buy it. I already started an earlier thread about making a space empire type mod. Another question I have is if you can script it so hex facing matters? Or is that already a feature of the game? (i.e. firing arcs and site range)

RE: Hex Facing Script for units possible?

Posted: Sun Dec 23, 2007 9:30 pm
by Barthheart
Nope. No hex facing, no line of sight. There is ranged combat though.

RE: Hex Facing Script for units possible?

Posted: Sun Dec 23, 2007 9:45 pm
by ShadowB
Details such as unit facing belong to smaller scale games. :/

RE: Hex Facing Script for units possible?

Posted: Sun Dec 23, 2007 10:45 pm
by bbarr97
I agree that they do. Trying to figure out the flexibility of the game engine.

How modable are the game rules?

1. Can I define my own combat percentages or create new attack tables? Or would I have to extrapolate using the current engine to try and achieve the same result of the board game I am trying to emulate?
2. Can I change the retreat rules?
3. Can I impose rules to prevent movement (for example, ship is not allowed to move between two adjacent starbases or within one hex of a starbase?)
4. Is there a possibility for reaction movement (off turn movement?)
5. Can I write a script were units are "pinned" because of overwhelming force?

I appreciate everyones help and patience with my questions. I just want to make sure I can reasonably accomplish my goal (modification) prior to spending 40 bucks on the game. I am more buying this game for the potential it has to create what I want than to play it (which I will but not as much).

bbarr97

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 2:12 am
by Barthheart
ORIGINAL: bbarr97

I agree that they do. Trying to figure out the flexibility of the game engine.

How modable are the game rules?

1. Can I define my own combat percentages or create new attack tables? Or would I have to extrapolate using the current engine to try and achieve the same result of the board game I am trying to emulate?
2. Can I change the retreat rules?
3. Can I impose rules to prevent movement (for example, ship is not allowed to move between two adjacent starbases or within one hex of a starbase?)
4. Is there a possibility for reaction movement (off turn movement?)
5. Can I write a script were units are "pinned" because of overwhelming force?

I appreciate everyones help and patience with my questions. I just want to make sure I can reasonably accomplish my goal (modification) prior to spending 40 bucks on the game. I am more buying this game for the potential it has to create what I want than to play it (which I will but not as much).

bbarr97


1. Yes... sort of...you can change how each subformation attacks/defends against each other subformation. There are no "odds" like typical board wargames.
2. I don't think so.
3.No.
4. No.
5. Probably not... I haven't writen any events/scripts yet, but I don't think this can be done.

The trick with this game is not to try to do things it was not designed to do..... Still lots that it can do however.

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 2:37 am
by Panzeh
I think if you're going to do a space game with AT you have to work different concepts and parts of future warfare than you might with other, more tactical sci-fi wargames/4x.

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 2:45 am
by tweber
1. Can I define my own combat percentages or create new attack tables? Or would I have to extrapolate using the current engine to try and achieve the same result of the board game I am trying to emulate?
2. Can I change the retreat rules?
3. Can I impose rules to prevent movement (for example, ship is not allowed to move between two adjacent starbases or within one hex of a starbase?)
4. Is there a possibility for reaction movement (off turn movement?)
5. Can I write a script were units are "pinned" because of overwhelming force?

I am pretty familiar with the event scripting as I have wrote several of the scenarios that ship with the game. Here are my thoughts:

1. You can make units and terrains with different attributes, so this is possible.
2. You can edit a unit's morale and how retreat is handled, so this is also possible
3. Yes. You would do this by editing either terrain or river types (although with a space mod, think of a river as a boundary between two hexes, not an actual river).
4. No, but air units do intercept without moving. This may be the effect you are looking for.
5. Events can calculate the strengths of regimes and change movement of units, so this is possible as well.

In short, AT is very flexible.

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 3:28 am
by Saedor
Hiya,
 
I like the idea of doing a space mod. Might try it myself.
 
Are you trying to simulate Starfleet Battles or the Federation and Empire strategic game? I think the latter would be quite easy to do with AT. Starfleet Battles is a tactical game though, and would be hard to simulate with AT.

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 4:01 am
by bbarr97
I am going to do Federation and Empire. I want to try and stay as close to the rules as possible which was why I was asking so many questions. I went ahead and bought AT about an hour ago and have been reading on on F&E rules to see what I can do.

Any help would greatly appreciated. I will freely share any of my art and ideas with all who are doing something similar. I have tons of 3D Star Trek models that I will be putting in 3D max and taking top down pictures of to make the counters and what not. The rules changes are going to take time.

I will keep everyone updated on my progress.

bbarr97

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 4:08 am
by Saedor
This website might help you out with ship images...
 
http://www.shipschematics.net/startrek/
 

RE: Hex Facing Script for units possible?

Posted: Mon Dec 24, 2007 4:53 am
by bbarr97
I have an interesting idea but I am not sure it will work.

I am going to have unit stats and combat in the game but I also wanted to have the option to choose what units died.

I.E.  If two stacks start a fight can I right a script that lets me designate which units died?

Here is my thought.  A friend and I are having a blast plaing Starfleet Command but it is missing the strategic depth we enjoy.  I wanted to design a board game on AT but were we have the option of resolving the battles in Starfleet Command.  Then we would come back and edit the units on the map as necessary to reflect the outcome of the battle.  Is a "selection screen" possible were I say this and that unit were destroyed/crippled?