SD1 Scenario Designer Enhancements
Posted: Mon Oct 21, 2013 5:09 am
I plan to start a series of threads that contain suggestions for features to be included in SC3 that are specifically for scenario designers i.e. changes to the editor. I will code each thread as SD1, SD2 etc so that those not interested in designing their own scenarios will know not to read them although they might be interested in supporting some that might add interesting elements to the game (some are just to make a designer's life easier!).
The first suggestion is that I would like to have access to a turn counter, to be able to store its value relative to events in the game and to do simple logic or arithmetic on it. Clearly there are turn counting mechanisms in the underlying code as some AI scripts have force build ups that last specific turns and some DEs levy charges or give credits for specified numbers of turns. An example of how it might be implemented is as follows. Six locations might be made available, say, TURNA to TURNF when a particular event is satified I might code TURNA = TURN. This would load the current turn number into TURNA. I might then have a subsequent event with a condition statement TURN = TURNA + 6 or TURN > TURN + 6 or obviously variants on these relationships or values.
An example of when I might use this facility could relate to a choice for a player whether to demolish an oil well. Thus I could specify that if a player has an engineer unit on an owned oil well and an enemy unit is nearby then the player would be offered a DE to demolish the oil well. This would put the oil well completely out of action for a specified number of turns which might be more or less depending on whether the enemy deployed their own engineer on the captured well. It would give me an opportunity to set up the situation that really occurred when the Soviets poured concrete on some of the facilities at Maikop.
In another situation I might use the turn counter to recognise the capture of supplies that occurred at Tobruk for example by switching off the Malta Effect for a certain number of turns after Tobruk fell.
When coding AI actions I might use a turn counter to coordinate attacks.
When implementing the effects of the Tonnage War a turn counter could be used to recognise the extra disruptive effect on supply of several major successes by U Boats on convoy routes in relatively quick succession
If anybody has other good ideas about how a turn counter could be used, please post them on this thread to help make the case that one should be made available.
Regards
Mike
The first suggestion is that I would like to have access to a turn counter, to be able to store its value relative to events in the game and to do simple logic or arithmetic on it. Clearly there are turn counting mechanisms in the underlying code as some AI scripts have force build ups that last specific turns and some DEs levy charges or give credits for specified numbers of turns. An example of how it might be implemented is as follows. Six locations might be made available, say, TURNA to TURNF when a particular event is satified I might code TURNA = TURN. This would load the current turn number into TURNA. I might then have a subsequent event with a condition statement TURN = TURNA + 6 or TURN > TURN + 6 or obviously variants on these relationships or values.
An example of when I might use this facility could relate to a choice for a player whether to demolish an oil well. Thus I could specify that if a player has an engineer unit on an owned oil well and an enemy unit is nearby then the player would be offered a DE to demolish the oil well. This would put the oil well completely out of action for a specified number of turns which might be more or less depending on whether the enemy deployed their own engineer on the captured well. It would give me an opportunity to set up the situation that really occurred when the Soviets poured concrete on some of the facilities at Maikop.
In another situation I might use the turn counter to recognise the capture of supplies that occurred at Tobruk for example by switching off the Malta Effect for a certain number of turns after Tobruk fell.
When coding AI actions I might use a turn counter to coordinate attacks.
When implementing the effects of the Tonnage War a turn counter could be used to recognise the extra disruptive effect on supply of several major successes by U Boats on convoy routes in relatively quick succession
If anybody has other good ideas about how a turn counter could be used, please post them on this thread to help make the case that one should be made available.
Regards
Mike