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Event that triggers a supply depot?
Posted: Mon Apr 29, 2019 6:52 am
by mussey
Before I go down a possible rabbit hole, I was hoping that those with advanced Events experience could guide me along with a possible new feature to my scenario.
I understand that through Events I can create a situation that when a unit occupies a hex, it can trigger a supply depot. My question(s) are:
- can the occupied hex be a sea hex?
- can the occupying unit be a naval unit?
- most importantly, can it be set so that if the naval unit moves out of the hex (or destroyed), the depot reverts to the status quo. And if it moves back in turns the depot back on? Repeatedly, throughout the scenario?
My intention is to try to simulate sea supply to an invasion force, but only if naval forces control nearby sea lanes. If friendly naval vacates the area then supply is curtailed, if they return then supply increases. (Guadalcanal comes to mind).
My fear is that this could turn into a convoluted mess, with multiple activations and cancellations...
Any expertise on this would be greatly appreciated!

RE: Event that triggers a supply depot?
Posted: Mon May 06, 2019 7:10 pm
by mussey
From the Evil Ed website notes:
"Force Occupies: The trigger activates upon change of hex control. Hexes that were initially owned by the specified force do not count, unless lost and then recaptured. (Peter)"
I'm not certain what this means. What I hope it means is that the hex, if re-occupied by the non-triggering force, reverts back to the status quo, and thus the supply point turns nil until it is re-occupied by the triggering force..
RE: Event that triggers a supply depot?
Posted: Mon May 06, 2019 7:56 pm
by sPzAbt653
You need to test that for the effects in a sea hex. Use Set Ownership events if you want. Supply Points are only active if they are in a hex that is friendly to their side [although you can st up dual supply points that are friendly to both sides].
RE: Event that triggers a supply depot?
Posted: Mon May 06, 2019 8:31 pm
by mussey
ORIGINAL: sPzAbt653
You need to test that for the effects in a sea hex. Use Set Ownership events if you want. Supply Points are only active if they are in a hex that is friendly to their side [although you can st up dual supply points that are friendly to both sides].
Thanks for the feedback. I'll be testing soon. There is also an Enable event but not sure if I need it. Thus far I have two events:
#1) 1 Occupies; News Only; (sea hex)
#2) Event Activated; Supply Pt 1; (land hex several hexes away); Value 100
Besides testing for the valued increase at the depot, I also need to see what happens if an enemy force 2 kicks the friendly naval unit out of the trigger hex, and then if the friendly naval re-occupies it.
RE: Event that triggers a supply depot?
Posted: Mon May 06, 2019 11:45 pm
by larryfulkerson
I'd like to know if it's possible too. I can't think of a reason it can't be done.
RE: Event that triggers a supply depot?
Posted: Tue May 07, 2019 3:33 am
by sPzAbt653
I would think that you would need '1 occupies > triggers enable 2 occupies'; and also '2 occupies > triggers enable 1 occupies' in order to keep both instances active thru out the scenario. I know they work in land hexes, but I'm not sure if they work for sea hexes.
RE: Event that triggers a supply depot?
Posted: Tue May 07, 2019 8:07 am
by 76mm
Yeah, let us know if this works, could be a good way to replicate a troop ship arriving with reinforcements, etc. as well.
RE: Event that triggers a supply depot?
Posted: Tue May 07, 2019 8:31 am
by mussey
So far it is not working. On the previous game turn the Soviets assaulted Zealand/Denmark. Units invisible, but a WP Naval unit occupies the sea lane box, a WP Marine unit occupies the land hex Heddinge.

RE: Event that triggers a supply depot?
Posted: Tue May 07, 2019 8:33 am
by mussey
Maybe I set up the Events incorrectly?

RE: Event that triggers a supply depot?
Posted: Tue May 07, 2019 9:12 am
by sPzAbt653
Go back and forth a couple times with units from both sides, plus put a trigger hex on land so a land unit might trigger it [doing more than needed or intended is often the best way to determine how to get things to work!]. Good proper use of 'debug' in order to monitor what is going on.
RE: Event that triggers a supply depot?
Posted: Tue May 07, 2019 9:26 pm
by mussey
Maybe the Trigger hex needs to be the same as the target hex? Thus make Heddinge anchorge the 'sea lane/naval unit' as well as the target supply depot?
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 1:07 am
by mussey
Interesting. I changed the the trigger sea hex to a land hex (w/anchorage), and this modification did work. I need to test this again to make sure, but if this stands then a sea hex can not be used to trigger a distant land supply point. (units invisible, the new sea lane hex is occupied by a naval unit):

RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 7:47 am
by 76mm
ORIGINAL: mussey
I need to test this again to make sure, but if this stands then a sea hex can not be used to trigger a distant land supply point. (units invisible, the new sea lane hex is occupied by a naval unit):
Can occupying a sea hex trigger any event at all? Could you have occupation of a sea hex trigger another event to change control of an adjancent land hex, which could trigger placement of a supply point?
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 10:33 am
by mussey
Can occupying a sea hex trigger any event at all? Could you have occupation of a sea hex trigger another event to change control of an adjacent land hex, which could trigger placement of a supply point?
Something like this? The sea lane occupation -> refugees in land hex -> opens supply depot

RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 10:49 am
by mussey
That did work, though LOL the refugees reduced the supply depot from 40 to 19. They're eating up our supplies!
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 11:27 am
by 76mm
Maybe use a "News Only" effect instead of refugees?
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 11:49 am
by mussey
So far:
- Refugee2 works, but only in target hex, will not work if set to another unrelated hex
- Refugee1 does not work
- News does not work
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 12:56 pm
by Lobster
It's weird that refugee2 works but refugee1 does not. [&:]
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 1:01 pm
by 76mm
ORIGINAL: Lobster
It's weird that refugee2 works but refugee1 does not. [&:]
Which side is doing the occupying? Maybe if Force 1 is the occupier you can't create "friendly" refugees?"
RE: Event that triggers a supply depot?
Posted: Thu May 09, 2019 1:28 pm
by mussey
ORIGINAL: sPzAbt653
I would think that you would need '1 occupies > triggers enable 2 occupies'; and also '2 occupies > triggers enable 1 occupies' in order to keep both instances active thru out the scenario. I know they work in land hexes, but I'm not sure if they work for sea hexes.
sPzAbt653, does this look correct? When I play tested this, the supply depot ceased to function.
