Question for Hubert, Bill and scripts specialists

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
User avatar
welk
Posts: 1263
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Question for Hubert, Bill and scripts specialists

Post by welk »

For a future project idea I plane, I'd need to do the following : Country “B,” controlled by AI, is at peace (neutral) with country “A,” controlled by a human player, then goes after some time (and enventually under some conditions to be definite) “at war” with country “A,” then returns to peace with country “A,” then re-goes back to war with “A,” then returns to peace with “A,” and so on, repeating this cycle regularly throughout the game without end (infinite cycle).

I’ve considered these possible solutions to create this infinite cycle :

SOLUTION #1: When country “B” is conquered by “A” (human), the human player is required (house rule) to completely evacuate the former territory of country “B.” Then, later, allies of “B” would be able to liberate capital of “B”, and “B” would go again at war vs “A.”

SOLUTION #2: When “B” is conquered by “A” (human player), a random script (territory script) transfers (after some times and/or under some conditions) the 6 hexes surrounding “B’s” capital to one of its former allies, “C,” controlled by the AI (this country “C” is configured so that it can never be conquered by “A”). Then, another random script would create armies belonging to “C” on the 6 affected hexes. I assume that these armies of “C” will quickly liberate “B’s” capital, which will then resume the war against “A.”

Do you see any other solution to create that kind of infinite cycle ?

I though about to create a "transfert territory" script concerning the capital of B, but this kind of script can not concern capital (I did see that in official Hubert's documentation concerning templates scripts) : so, to transfert by script the 6 hex around the capital of B seem be a possible solution

The concerned project would be playable only human vs AI, and you would find in : british gold convoys, secret (invisible) british agents (agitators), french imperial agents (schulmeister, etc :mrgreen: ), a continental blocus, english smuggling, Prussian troops, Austrian troops, etc. (and evidently, insurrections in Britain, Vendée, and british armies invading in mediterranean ports or by Portugal and Spain, etc (created by special scripts)

It would be played on the vanilla Europe map, cutted to keep only continental Europe (no USA, ni Africa, no Middle-east), without roads and railroads. With some little tips, I thnik it would give an interessant "boardgame" and Napoleonic sensations (coalitions, etc : human player = Napoleon, alone vs Europe and with some allied : Bavaria, Saxe, Poland, Denmark) :roll:

The context of my question is essentially here : how to create situations where Prussia, Austria and Russia, defeated and surrendered, may - past a certain delay - return in war vs Napoleon => To create by scripts this infinite cycle (infinite at least between 1800 and 1815) is the heart of the project.
User avatar
BillRunacre
Posts: 6904
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: Question for Hubert, Bill and scripts specialists

Post by BillRunacre »

There are no easier options I'm afraid, though one thing you may find relevant to try when applicable is using a surrender script to have a Major surrender to itself, as this will make it change sides.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
welk
Posts: 1263
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Question for Hubert, Bill and scripts specialists

Post by welk »

Very interessant info, thanks (I will use that to change side Austria from times to times). Concerning liberation of surrendered capitals, I will use invisible british agents+gold units, with fast move, that will be created aleatory by GB to european port (by scripts territory transfert and units creation). National moral of GB will be "GB ECONOMY level" and French national Moral will be "Napoleon prestige". French human playr will also have "continental blocus counters (very high price, very low, very vulnerables), and he will have to conduct these counters in all european continental ports to "occupy" them (a special script will adjust the GB national moral depending or number of occupied ports, etc).
gamer78
Posts: 844
Joined: Wed Aug 17, 2011 5:33 am

Re: Question for Hubert, Bill and scripts specialists

Post by gamer78 »

I think change in latest games were national moral is national spirit. It doesn't have any impact on moral of troops previously. it is more about victory points. Kutuzov did gain prestige with battles both in Caucasia, Balkans and eastern Europe similar with battles Napoleon achieved for prestige.
User avatar
welk
Posts: 1263
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Question for Hubert, Bill and scripts specialists

Post by welk »

Yes, it's a very interessant feature, highly usefull. I am actually exploring the possibilities of this feature, linking National moral and map elements (cities, etc), this game system is really very great in possibilities : I discover something new each day :P
Post Reply

Return to “Scenario Design and Modding”