New(?) scripting idea for a scenario

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nikivdd
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New(?) scripting idea for a scenario

Post by nikivdd »

For GTPG5 i came up with a new(?) idea.
Until now the player received in certain scenario's reinforcements automatically (and now i am talking about all my projects). Some players use them, some don't need them.

What if the player can decide for himself if he could really use a few more units to turn the tide?
The two screenshots show the mechanics behind the idea.

Image

Any unit just has to move to the hex marked with A. The reinforcements will arrive in the hexes marked with $.

Image

And voilà...the following turn your reinforcements have arrived and await your orders.

What do you think?
MartyWard
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Post by MartyWard »

I like it.

Would it also be possible to remove units after a certain number of turns? Like you had the use of certain aux units for the first 10 turns then they were withdrawn for use on another front.
bebro
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Post by bebro »

Sounds like a good idea. Could also be turned into a bigger task if you have to fight your way through the hex that triggers those reinforcements :)
nikivdd
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Post by nikivdd »

MartyWard wrote:I like it.

Would it also be possible to remove units after a certain number of turns? Like you had the use of certain aux units for the first 10 turns then they were withdrawn for use on another front.
Unfortunately no. I like the idea thou, it reminds me of some older wargames of KOEI where aux units were temporarily placed under your command for a few turns and later got the notification that you have to return them (and pay a kind of penalty for every turn you kept them longer).

In Panzer Corps, the only way to remove aux units is by disbanding them.
nikivdd
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Post by nikivdd »

bebro wrote:Sounds like a good idea. Could also be turned into a bigger task if you have to fight your way through the hex that triggers those reinforcements :)
The idea came actually in my mind while betatesting a scenario for the upcoming GTPG5.

Image

All peace and quiet in turn 1/18

Image

After Stalin's boys came. This screenshot is from turn 17/18...now just imagine what happened to all those units from the first screenshot...

I can imagine some people could use a few more units while more experienced players or just to test their cunning don't want those reinforcements.
El_Condoro
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Post by El_Condoro »

That will work. In your example the unit is aux - you could make it that only core units will trigger the action, or even a specific core unit (your HQ unit?).
nikivdd
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Post by nikivdd »

El_Condoro wrote:That will work. In your example the unit is aux - you could make it that only core units will trigger the action, or even a specific core unit (your HQ unit?).
Sure you can chose whatever you want. A specific unit (like HQ) or any unit of any nation you'd prefer. As long as it is scripted correctly.
fsx
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Post by fsx »

If it is now possible (reinforcements), pleas, let me know the used trigger in scenario editor.

Thank you
nikivdd
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Post by nikivdd »

fsx wrote:If it is now possible (reinforcements), pleas, let me know the used trigger in scenario editor.

Thank you
How to trigger reinforcements using my system?

1) Designate a hex with label A
2) Designate this hex with label A as zone 1
3) Designate one or more hexes with label $
4) Place the reinforcement(s) on the $ hex(es)
5) For each reinforcement do the following:
- Shift-left click on the unit, add map condition
The map condition can look like this:
Axis unit/zone 1 /German flag/ground unit/all

Which translates in:
Any german ground unit that occupies zone 1 (the hex labeled with A) forfills the condition for the reinforcement to appear.

Another possibility.
Add a unit on the map, shift-left click and add a time condition defining when the unit should appear on the map.

If smth is not clear, let me know.
fsx
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Post by fsx »

Thank you, nikivdd.
And whats happens, if a unit occupies a reinforcement-hex?
El_Condoro
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Post by El_Condoro »

If it is set for a specific turn (e.g. 3 to 3) and a unit is on that hex on Turn 3, the reinforcement will not arrive at all. If it's set for any turn after 3 (e.g. 3 to -1) it will arrive the turn after the hex is vacated.
nikivdd
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Post by nikivdd »

fsx wrote:Thank you, nikivdd.
And whats happens, if a unit occupies a reinforcement-hex?
In my system the unit can still appear when the $ hex is unoccupied but with a unit on the A hex. Ofcourse those units can only appear once.

I came up with this system incase a player can use an extra hand to win a scenario. The more veteran players might completely ignore it.
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