Deployment & Exit
Moderators: The Artistocrats, Order of Battle Moderators
Deployment & Exit
Hello
I wonder if anyone can help.
I am unable to get my head around the deployment & exit hex. I have created a very simple game - with just one objective to capture a town. I have got the triggers right and have got the supply sorted out. But I cannot get the deployment or exit to work. I click the deployment icon and the team colour, then place the hexes, but they do not appear in game. The exit hex fails to appear at all.
I cannot find anything on the forum that might help.
Keith
I wonder if anyone can help.
I am unable to get my head around the deployment & exit hex. I have created a very simple game - with just one objective to capture a town. I have got the triggers right and have got the supply sorted out. But I cannot get the deployment or exit to work. I click the deployment icon and the team colour, then place the hexes, but they do not appear in game. The exit hex fails to appear at all.
I cannot find anything on the forum that might help.
Keith
Re: Deployment & Exit
The hex tiles on the map's edge can't be used for placing units, flags, exit zones and such. When you test-play the game, you'll see that these hexes are more or less not visible anymore. Maybe that's the problem.
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bru888
- Order of Battle Moderator

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Re: Deployment & Exit
No, that can't be it. The scenario editor prevents you from using those map edge hexes for that purpose.Horst wrote:The hex tiles on the map's edge can't be used for placing units, flags, exit zones and such. When you test-play the game, you'll see that these hexes are more or less not visible anymore. Maybe that's the problem.
Here's one thing: For deployment hexes, make sure you have something in there for Available turns. For example, below, several deploy hexes have been placed for the red alliance for the first 10 turns of the scenario. Deployment hexes available in the deployment phase only can be set to 1 turn. If left at zero, the deployment hexes will never appear.
A couple more things about deployment hexes: You need sufficient supply and command points in the scenario for them to appear. Plus, they don't appear unless you are looking to deploy one of your units from your reserve.
What the problem is with your exit hexes, I cannot say. I was able to get these to appear in a brand new scenario with no other settings:
- Bru
Re: Deployment & Exit
Ok thanks.
Right - Re the exit hex, yes they appear, but I can't work out how to allow units to leave via them.
Now deployment. I have worked out how to place the flags (select a faction, and add numbers in those available boxes. Make sure you have cps & resources - but in game when you click to purchase and deploy they don't appear. Also for the aircraft, you add hexs for planes, place a plane and it says straight away low on fuel, as you can't select it to land.
I am stumped as to how to allow them to work, as it seems I have followed your advice. The only change is when you add a hex, you change those figures - I made them both 10, but when you go back, they are zero again. Do you have to click another button to save?
Keith
Right - Re the exit hex, yes they appear, but I can't work out how to allow units to leave via them.
Now deployment. I have worked out how to place the flags (select a faction, and add numbers in those available boxes. Make sure you have cps & resources - but in game when you click to purchase and deploy they don't appear. Also for the aircraft, you add hexs for planes, place a plane and it says straight away low on fuel, as you can't select it to land.
I am stumped as to how to allow them to work, as it seems I have followed your advice. The only change is when you add a hex, you change those figures - I made them both 10, but when you go back, they are zero again. Do you have to click another button to save?
Keith
Re: Deployment & Exit
The numbers determine which turns a deployment hex will be usable. You need the left one to be zero to be able to deploy in the deployment phase.
You need to check the off-map air supply source for the faction,. Otherwise you can't deploy air units on a map with no airfields, or there may not be enough supply to deploy all units.
You need to check the off-map air supply source for the faction,. Otherwise you can't deploy air units on a map with no airfields, or there may not be enough supply to deploy all units.
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bru888
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Re: Deployment & Exit
It's tricky. You cannot change settings for deployment hexes that you have already placed on the map by just clicking on them and changing the settings. The turn numbers have to be set before you place the deployment hexes. So, you probably need to right-click on the hexes to clear them, then place them again with the turn numbers set.keithp wrote:I am stumped as to how to allow them to work, as it seems I have followed your advice. The only change is when you add a hex, you change those figures - I made them both 10, but when you go back, they are zero again. Do you have to click another button to save?
- Bru
Re: Deployment & Exit
Ok - I have got the deployment side sorted now - thank you.
Now the exit hex, I would like the AI units to retreat off map, so that is why I have posted the exit hex, but I cannot work out how you make them do that.
I have tried a trigger, but that just made them all disappear.
What I am after is for them to 'retreat', rather than remain to be destroyed.
Any ideas?
Keith
Now the exit hex, I would like the AI units to retreat off map, so that is why I have posted the exit hex, but I cannot work out how you make them do that.
I have tried a trigger, but that just made them all disappear.
What I am after is for them to 'retreat', rather than remain to be destroyed.
Any ideas?
Keith
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bru888
- Order of Battle Moderator

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- Joined: Sun Jan 10, 2016 5:39 pm
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Re: Deployment & Exit
Erik will have a better idea, but I am reasonably sure that you cannot order a unit to use an exit hex. Instead, I would use an AI team assignment to march toward the hex, then when it reaches it, use a trigger like this:keithp wrote:Ok - I have got the deployment side sorted now - thank you.
Now the exit hex, I would like the AI units to retreat off map, so that is why I have posted the exit hex, but I cannot work out how you make them do that.
I have tried a trigger, but that just made them all disappear.
What I am after is for them to 'retreat', rather than remain to be destroyed.
Any ideas?
Keith
- Bru
Re: Deployment & Exit
Ok will try that.
Thanks.
Keith
Thanks.
Keith
Re: Deployment & Exit
You can create an AI behavior with the "Exit the Map" task that is switched to from whatever "Combine AI Teams" trigger. The AI units will then move to their closest exit zone. The exit zones must allow the proper alliance and unit types of course. I think the redeployment check shouldn't matter, although there is a "Deploy Unit" effect which possibly allows placing AI units from its reserve list again (if such list exists at all for the AI).
I know for sure that the "Exit the Map" task works very well, but I've never tested (re)deployment of AI units.
I know for sure that the "Exit the Map" task works very well, but I've never tested (re)deployment of AI units.
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bru888
- Order of Battle Moderator

- Posts: 6213
- Joined: Sun Jan 10, 2016 5:39 pm
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Re: Deployment & Exit
Ah, very good. Keith, he's talking about using one of the triggers that apparently can change unit AI status (Set Unit Status, Set Unit AI Team, Combine AI Teams, AI Team Split - I'm not sure what some of these do, frankly) to assign the exiting units to this AI team task:
- Bru
Re: Deployment & Exit
Ok thanks.
I have got my head around deployment now and can get the units to appear, also the exit hex works. And using a map as a template. Finally I have cracked the triggers & missions.
Now I have another issue, how do make an airfield that you can land on?
I have placed the icon and have deployment hexes around it, also enough points, etc. I can buy planes and click on the hexes, but I can't land!
Any ideas please?
Finally my main game involves units moving into enemy held land and taking a bridge and then holding it for 20 turns. Now as they are in enemy land, is there any way of giving them supply? I was thinking like an air drop or something?
Keith
I have got my head around deployment now and can get the units to appear, also the exit hex works. And using a map as a template. Finally I have cracked the triggers & missions.
Now I have another issue, how do make an airfield that you can land on?
I have placed the icon and have deployment hexes around it, also enough points, etc. I can buy planes and click on the hexes, but I can't land!
Any ideas please?
Finally my main game involves units moving into enemy held land and taking a bridge and then holding it for 20 turns. Now as they are in enemy land, is there any way of giving them supply? I was thinking like an air drop or something?
Keith
Re: Deployment & Exit
1) There's an airfield terrain. In addition you need to give the airfield terrain supply, say 20. You do not have to place a hangar unit on the airfield unless you want to add air units in the hangar (Select air unit and Ctrl click on hangar).
2) The other option is to place an airstrip unit. This comes with supply built-in. Airstrips are limited to three air units and one launch pr turn.
2) The other option is to place an airstrip unit. This comes with supply built-in. Airstrips are limited to three air units and one launch pr turn.
Re: Deployment & Exit
Ok. I had used the airfield icon, rather than hanger unit. By increasing the supply to 20, it allows planes to land and take off. So thanks.
So my only other issue is the supply for units within enemy lines.
The idea is for a commando raid to take a bridge, everything is fine, deployment, followed by triggers to give enemy resources - as they realise what is happening. I also have a trigger for extra commando troops arriving, But I would like to be able to add some supply to allow healing, etc.
I have three icons for supply - close to the drop zones, but they wont work as it says the units are cut off. Can you create a circular area for supply? Or does it have to connect to the map edge?
Keith
So my only other issue is the supply for units within enemy lines.
The idea is for a commando raid to take a bridge, everything is fine, deployment, followed by triggers to give enemy resources - as they realise what is happening. I also have a trigger for extra commando troops arriving, But I would like to be able to add some supply to allow healing, etc.
I have three icons for supply - close to the drop zones, but they wont work as it says the units are cut off. Can you create a circular area for supply? Or does it have to connect to the map edge?
Keith
Re: Deployment & Exit
If you're using units that occupy enemy terrain (changing the ownership, and so the side who receives supply there) just set up the hex you need to hold as giving supply.
If you want to use a unit that does not occupy terrain it could get tricky since you do not get the supply then, but you could for example do a trigger that changes hex ownership in certain conditions.
So give the hex that has to be held supply, and create a trigger that changes this hex to your side when your unit arrives there. Dunno if you did triggers so far, but we can help if not.
Edit: and yes, a certain area giving supply does not have to be connected to the map edges. Supply goes to the owner of a hex when it gives supply itself or is linked to an hex giving supply. You can set any hex you want to act as supply hex in the editor, so if you want to create a circular/insular area for one side just put a supply hex there.
If you want to use a unit that does not occupy terrain it could get tricky since you do not get the supply then, but you could for example do a trigger that changes hex ownership in certain conditions.
So give the hex that has to be held supply, and create a trigger that changes this hex to your side when your unit arrives there. Dunno if you did triggers so far, but we can help if not.
Edit: and yes, a certain area giving supply does not have to be connected to the map edges. Supply goes to the owner of a hex when it gives supply itself or is linked to an hex giving supply. You can set any hex you want to act as supply hex in the editor, so if you want to create a circular/insular area for one side just put a supply hex there.
Re: Deployment & Exit
Ok thanks.
I will edit the game again. I did have three hexes with supply, which were linked to where the troops have landed, so I still don't quite know why they don't get it. The troops are commando units, not sure if that makes a difference. I used them as it was more realistic for a raid behind enemy lines.
Keith
I will edit the game again. I did have three hexes with supply, which were linked to where the troops have landed, so I still don't quite know why they don't get it. The troops are commando units, not sure if that makes a difference. I used them as it was more realistic for a raid behind enemy lines.
Keith
Re: Deployment & Exit
Which type of commando unit is it exactly, for which country?
Could be it has 'nosupply' set as unit trait - but then you should not have probs with supply. I can't test it right now, but from the top of my head those do not *take* enemy terrain (so they do not change hex ownership to your side).
Could be it has 'nosupply' set as unit trait - but then you should not have probs with supply. I can't test it right now, but from the top of my head those do not *take* enemy terrain (so they do not change hex ownership to your side).
Re: Deployment & Exit
Ok thanks.
The units are British Commando 41. What is happening is they are not taking control of the hex, so in effect they are not in 'friendly' areas, hence the option for repair, etc does not appear. If you replace them with any other British unit, the red outline appears and you can use the option to repair, including on the Commando unit, providing you move it into the red area. I am assuming it is deigned to make it more realistic, which is fine, I can tweak the units somewhat and include a team of normal infantry, they can be the support unit.
One other question - why is it that sometimes the location name box does not work - does it always need o be linked to a capture point?
Keith
The units are British Commando 41. What is happening is they are not taking control of the hex, so in effect they are not in 'friendly' areas, hence the option for repair, etc does not appear. If you replace them with any other British unit, the red outline appears and you can use the option to repair, including on the Commando unit, providing you move it into the red area. I am assuming it is deigned to make it more realistic, which is fine, I can tweak the units somewhat and include a team of normal infantry, they can be the support unit.
One other question - why is it that sometimes the location name box does not work - does it always need o be linked to a capture point?
Keith
Re: Deployment & Exit
Commandos: You can set a trigger that changes ownership of the location where the commando unit is deployed. Then they'd be in supply.
Only locations with flags will display the location name one the map. Locations without flags will show the name in the terrain box.
This works nicely. You can for instance add river names to all river hexes without the river name spamming the map. I sometimes replace 'river' with bridge or rail bridge to add a bit of info to the hex. Like 'Donau bridge'
Only locations with flags will display the location name one the map. Locations without flags will show the name in the terrain box.
This works nicely. You can for instance add river names to all river hexes without the river name spamming the map. I sometimes replace 'river' with bridge or rail bridge to add a bit of info to the hex. Like 'Donau bridge'
Re: Deployment & Exit
Got it, thank you!
Appreciate the advice & help.
Now all I need to do is try and make the units a bit more accurate.
Keith
Appreciate the advice & help.
Now all I need to do is try and make the units a bit more accurate.
Keith


