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View Full Version : Demo 009 Formation Supply


Lou
22 Dec 02, 20:32
Presenting a possible solution for changing a formation’s supply during the course of play.

Multiple headquarters of course. But if you replace the first headquarter unit after a withdrawal, the support squad strength of the first remains in effect. That of the second headquarters is ignored.

The second HQ, when deployed on the “unit destroyed” event, will be used to set the new formation supply. This works only for the second HQ.

A formation’s multiple headquarters can both be on the map (forward and rear). The HQ created first, has usually been the effective one. The second will take over when the first is eliminated. A third HQ would be ignored.

This demo shows five HQs applying their support squad strength to formation supply as each takes charge.

By no means have all the combinations and possible sequences been tested. I stopped when my problem was solved.

Stauffenberg
22 Dec 02, 21:08
Hi Lou,

I'll have a close look at this soon. This has the added chrome benefit of updating historical commanders while you are at it--something I have been addressing with the WWI strategic I am working on, that and a detailed rubric for equipment upgrades over 4 years of war. With any luck some of those global values can be changed with events with the new patch (and even more luck to get the patch).

Here is another conundrum for you if it grabs you: two simultaneous repeating loops for periodic event activation. In this case Italian and Rumanian participation in the war. Here is a rough rubric:

1) Trigger event commencing sequence for A (Italy)
2) Trigger event commencing sequence for B (Rumania)

3) EEV threshold check which determines one of three results:

A.1: Italy checks to join Central Powers
A.2: Italy remains neutral (no further sequencing)
A.3: Italy joins Entente

B.1-3: (same)

4) Items A.1 or A.2 commence periodic check for master event activation at increasing odds, say once every 4 turns or so.

5) Master event triggered

6) Formation order commands triggered off Master Event for A.3 (or B.3); Withdraw army for A.1 (or B.1) and activation of events to bring on alternate forces.

Regards,

Daniel

Lou
22 Dec 02, 23:36
The conundrum I will look at. First blush says 121 events - over half being event cancelations and activations. Will send an enail next week.

I did this demo because I was tired of "fighting HQ's" being lost without permanet effect. Discovered more in the testing. The CG chrome is a plus.