Matrix Games Forums

The Age of Shadows on Distant Worlds starts now!Paypal System UpdateDistant Worlds: Shadows Final Teaser!Distant Worlds: Legends gets Updated!Recruiting Testers for Commander: the Great War on Mac!Armageddon invasion starts in 2014Command Rommels Panzers in Battle Academy!Servers UpdateThe Deal goes Fourth!Command Ops gets a Massive Update!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

conditional reinforcements

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> conditional reinforcements Page: [1]
Login
Message << Older Topic   Newer Topic >>
conditional reinforcements - 6/28/2012 12:40:43 PM   
topeverest

 

Posts: 1609
Joined: 10/17/2007
From: Atlanta, GA - USA
Status: offline
If I want reinforcements available only if a specific event, like a base being captpured, how do I set that up in the editor?

_____________________________

Andy M
Post #: 1
RE: conditional reinforcements - 6/28/2012 1:32:54 PM   
Terminus


Posts: 39916
Joined: 4/23/2005
From: Denmark
Status: offline
You don't. The reinforcements-on-entering-hex-routine is hard coded.

_____________________________

There is no version of this where you come out on top - Tony Stark


(in reply to topeverest)
Post #: 2
RE: conditional reinforcements - 6/28/2012 9:08:37 PM   
dwg

 

Posts: 265
Joined: 1/22/2008
Status: offline
There might be a way to do it for ground units if you're willing to work within some fairly rigid constraints and trigger the reinforcement manually. I haven't checked this, but I think it's consistent with how the game handles things.

Basically, have the units sitting ready somewhere out of the fighting, rather than as reinforcements, but with no assigned equipment, and all equipment specified as types not available via normal production (which will mean having duplicate devices for normal reinforcements and conditional reinforcements). The other thing you need is a convoy unit with all the equipment to fully equip them.

When the objective falls, you disband the convoy, that releases the devices needed to fill the units and make them usable, and the fact those devices are unique means that they can't be sidetracked into other units.

(On second thoughts this may fall foul of the provisions for emergency mobilisation of Japanese units and trigger fitting the unit out at 25% of normal)

< Message edited by dwg -- 6/28/2012 9:11:50 PM >

(in reply to Terminus)
Post #: 3
RE: conditional reinforcements - 6/28/2012 11:13:39 PM   
topeverest

 

Posts: 1609
Joined: 10/17/2007
From: Atlanta, GA - USA
Status: offline
Thanks Terminus....and DRADT!

back to the drawing board on that one.

_____________________________

Andy M

(in reply to dwg)
Post #: 4
RE: conditional reinforcements - 7/14/2012 9:24:50 AM   
inqistor


Posts: 1210
Joined: 5/12/2010
Status: offline
Actually, it can be workaround.

If you put intended unit on-map, but as a part of bigger unit, of which SECOND part would be in base, which conquest should trigger it operational. Add STATIC devices to both parts, so they will be immobile. When unit will be rebuild (because one of its parts was destroyed), do not put any STATIC devices in TOE, so it will upgrade, and will be mobile.


There is some rule, on which slots should be devices, which are supposed to return to pool, during upgrade. You have to check BETA thread in Tech Forum.

(in reply to topeverest)
Post #: 5
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> conditional reinforcements Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.407