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Event that triggers a supply depot?

 
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Event that triggers a supply depot? - 4/29/2019 9:52:24 AM   
mussey


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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!






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RE: Event that triggers a supply depot? - 5/6/2019 10:10:36 PM   
mussey


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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..

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RE: Event that triggers a supply depot? - 5/6/2019 10:56:53 PM   
sPzAbt653


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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].

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RE: Event that triggers a supply depot? - 5/6/2019 11:31:57 PM   
mussey


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quote:

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.

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RE: Event that triggers a supply depot? - 5/7/2019 2:45:07 AM   
larryfulkerson

 

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I'd like to know if it's possible too. I can't think of a reason it can't be done.

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RE: Event that triggers a supply depot? - 5/7/2019 6:33:47 AM   
sPzAbt653


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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.

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RE: Event that triggers a supply depot? - 5/7/2019 11:07:58 AM   
76mm


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Yeah, let us know if this works, could be a good way to replicate a troop ship arriving with reinforcements, etc. as well.

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RE: Event that triggers a supply depot? - 5/7/2019 11:31:59 AM   
mussey


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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.





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RE: Event that triggers a supply depot? - 5/7/2019 11:33:18 AM   
mussey


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Maybe I set up the Events incorrectly?






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RE: Event that triggers a supply depot? - 5/7/2019 12:12:31 PM   
sPzAbt653


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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.

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RE: Event that triggers a supply depot? - 5/8/2019 12:26:40 AM   
mussey


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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?

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RE: Event that triggers a supply depot? - 5/9/2019 4:07:41 AM   
mussey


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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):








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RE: Event that triggers a supply depot? - 5/9/2019 10:47:47 AM   
76mm


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quote:

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?

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RE: Event that triggers a supply depot? - 5/9/2019 1:33:33 PM   
mussey


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quote:

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










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< Message edited by mussey -- 5/9/2019 1:34:55 PM >


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RE: Event that triggers a supply depot? - 5/9/2019 1:49:31 PM   
mussey


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That did work, though LOL the refugees reduced the supply depot from 40 to 19. They're eating up our supplies!

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RE: Event that triggers a supply depot? - 5/9/2019 2:27:35 PM   
76mm


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Maybe use a "News Only" effect instead of refugees?

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RE: Event that triggers a supply depot? - 5/9/2019 2:49:30 PM   
mussey


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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

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RE: Event that triggers a supply depot? - 5/9/2019 3:56:10 PM   
Lobster


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It's weird that refugee2 works but refugee1 does not.

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RE: Event that triggers a supply depot? - 5/9/2019 4:01:26 PM   
76mm


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quote:

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?"

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RE: Event that triggers a supply depot? - 5/9/2019 4:28:30 PM   
mussey


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quote:

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.






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RE: Event that triggers a supply depot? - 5/9/2019 4:31:59 PM   
mussey


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quote:

ORIGINAL: 76mm

quote:

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?"


Force 1 (Soviets) are the occupiers.

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RE: Event that triggers a supply depot? - 5/9/2019 5:24:44 PM   
Lobster


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Ah. I thought you had tested it both ways.

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RE: Event that triggers a supply depot? - 5/9/2019 6:02:48 PM   
sPzAbt653


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quote:

When I play tested this, the supply depot ceased to function.

Maybe it isn't seen in that screen shot, but I don't see an event that activates ev536.

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RE: Event that triggers a supply depot? - 5/9/2019 6:26:00 PM   
Lobster


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I think 535 was supposed to active 536 but that got left out. 536 says it's activated by 536 so that might be a problem eh?

< Message edited by Lobster -- 5/9/2019 6:27:48 PM >


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RE: Event that triggers a supply depot? - 5/10/2019 4:00:04 AM   
mussey


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Your both correct, 535 it is.

I am almost there. Two of the three steps worked, but the last that completes the repeat from 540 back to 535 is not working:
1) force 1 naval occupies the sea lane -> the land hex supply is activated (this works)
2) force 2 naval occupies the sea lane -> the land hex supply reverts to zero (this works)
3) force 1 naval reoccupies the sea lane -> the land hex is still at zero, (should be 40)

I feel I'm on the verge of a breakthrough but unable to complete the loop.





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< Message edited by mussey -- 5/10/2019 12:39:01 PM >


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RE: Event that triggers a supply depot? - 5/10/2019 1:40:56 PM   
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In 540, I am no expert but I thought that "Enable Event" just allows an event to be activated, and does not actually activate it? Should the effect be "Activate Event" rather than "Enable Event"? But I'm sure Steve or Andy could tell you better than me...

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RE: Event that triggers a supply depot? - 5/11/2019 2:06:41 PM   
mussey


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quote:

ORIGINAL: 76mm

In 540, I am no expert but I thought that "Enable Event" just allows an event to be activated, and does not actually activate it? Should the effect be "Activate Event" rather than "Enable Event"? But I'm sure Steve or Andy could tell you better than me...


I tried that but didn't work either. I'm stumbling along with Events, but getting a little better. Not sure what to think. The Enable event worked for the 2nd step making the transition from #536 to #538, so I thought it would do the same for the 3rd step from #538 back to the beginning #535.

Hopefully, one of the guys with better insight can clue me in.

< Message edited by mussey -- 5/11/2019 2:57:27 PM >


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RE: Event that triggers a supply depot? - 5/11/2019 7:38:55 PM   
Lobster


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§§ Enable Event: All other Events can only be
activated once. You can use this effect to set a
previously activated or triggered Event to be
eligible for another occurrence.

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RE: Event that triggers a supply depot? - 5/12/2019 8:07:27 AM   
mussey


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Yes, I'm quite sure it is the Enable event that allows the repeat. I inserted Enable in between all these events and it works, until it hits the supposed repeat 'Activate Heddinge Supply depot'. I can see through the Briefing that all these events activate until it reaches #536 the initial supply depot. Something about that event that doesn't want to cooperate with the Enable...

Does anyone know if another scenario uses a repeat/enable event for supply? If so I can look it up and see how its being used.






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RE: Event that triggers a supply depot? - 5/12/2019 8:16:23 AM   
larryfulkerson

 

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IIRC D21 has a suppy point near Odessa in the water that may have some kind of event associated. Come to think of it, the scenario might be FITE2.

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