El_Condoro wrote:It may not be what you want but pre-set reinforcements can easily be 'called for' by a HQ unit if it is scripted that they appear:
2. When the HQ unit is disbanded. If the HQ unit no longer exists reinforcements can appear. Each reinforcement unit would have to be set to appear triggered by the non-existence of the HQ unit.
This really help me finally worked out the solution.
My solution is quite similar to this, but use multi-purpose rather than disbanded unit.
With the new "tag" system, finally I achieve the function of calling the reinforcement.
Once the player want to call reinforcement, all what need to do is ,for example, turning the HQ unit from an infantry unit to a submarine unit and stay on that for one turn. If that's the only submarine unit in the map, this could activate a TAG called "reinforce", and the reinforcement could appear in the next turn.
Even more, if we set a series of tags, we can control how many turns it will take until the reinforcement come. For example, the first activated TAG is "A", then in next turn, the exist of "A" can activate new TAG "B", and around and around...
I just tested, and that could work quite beautifully. I wish this could be helpful any Modders.
The only disadvantage is we need to sacrifice a type of unit. But for some Mod, like what I'm making now, there's almost no submarine involved, so I don't think that will be a big problem.
The benefit of this function is to bring more depth to the game. For example, The player now can choose either call the reinforcement and make the battle easier, or just fight alone and win more award on Prestige.
Again, thanks all you guys giving me all these suggestions!