Hidee-ho!
I want to include at the start of a scenario the relief of beleaguered allied units that are under human control at the start of the scenario (different faction than the relieving units). When the relieving units arrive next to them on the first turn (relieved), they are repositioned to a safe assembly area to begin march to an exit, and the relieving unit will assume the vacated position next turn. Ok, works fine, more or less, I can do that successfully.
BUT the Problem is, I want the beleaguered units to remain in position until they are relieved -- I don't want the player to be able to move them until they are relieved. I thought about triggering their removal from the battlefield if they abandon the position, but that would require a wordy explanation in the form of a pop-up. Is there a way to prevent a human-controlled unit from moving until a relieving unit arrives (prevent unit movement until a trigger condition is satisfied)? I don't think so, but I would like to ask before I delved into the clumsy option that I see. I want the player to be able to easily spot the units requiring relief at the start of the scenario so late deployment won't work ...
signed,
troubled in Dixie,
conboy
"Relieving" Allied Units -- freezing them until relieved?
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bru888
- Order of Battle Moderator

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Re: "Relieving" Allied Units -- freezing them until relieved?
Human control means human control so, short of some dumb statement like "Don't move these units, please," the best solution may be to have them on the map as neutral faction units. When the relieving force arrives, remove the neutral faction units and replace with human controlled units.
You know the trick involved: First select the unit from some faction's list, then change the flag to the neutral faction prior to placing it on the map.
You know the trick involved: First select the unit from some faction's list, then change the flag to the neutral faction prior to placing it on the map.
- Bru
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conboy
- Lieutenant Colonel - Fw 190A

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Re: "Relieving" Allied Units -- freezing them until relieved?
Thanks Bru.
Understand all. That's a good way to make it work -- I'll give it a try.
thanks again,
conboy
Understand all. That's a good way to make it work -- I'll give it a try.
thanks again,
conboy
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Zekedia222
- Staff Sergeant - StuG IIIF

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Re: "Relieving" Allied Units -- freezing them until relieved?
Instead of making them neutral, you could say have the same nation, say UsA on two teams, one human and one AI.
Klinger, you're dumber than you look, and THAT boggles the MIND.
- Charles Emerson Winchester III
- Charles Emerson Winchester III
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conboy
- Lieutenant Colonel - Fw 190A

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Re: "Relieving" Allied Units -- freezing them until relieved?
Zedekiah said:
Incorporating Bru's suggestion and yours makes it work nice!
UPDATE -- It doesn't work because since the hex occupied by the unit-to-be-relieved, when it redeploys, the hex is an empty neutral space, which apparently can't be entered by allied troops. Very strange -- still working on this. May have to go the clumsy pop-up route after all.
thanks
conboy
Zedekiah, that works! The only drawback is that you can't see the units if they are in a town (infantry not visible...) but that works very nicely.Instead of making them neutral, you could say have the same nation, say UsA on two teams, one human and one AI.
Incorporating Bru's suggestion and yours makes it work nice!
UPDATE -- It doesn't work because since the hex occupied by the unit-to-be-relieved, when it redeploys, the hex is an empty neutral space, which apparently can't be entered by allied troops. Very strange -- still working on this. May have to go the clumsy pop-up route after all.
thanks
conboy
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conboy
- Lieutenant Colonel - Fw 190A

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Re: "Relieving" Allied Units -- freezing them until relieved?
I am giving up on this -- the individual pieces work but when assembled, there's always something that screws it up.
- Relieving units can't move into the relieved units' positions until the next turn, allowing enemy troops to move in to the position on the next half-turn.
- If units-to-be-relieved retreat before relief, they won't move off the front line, even if the trigger is set for the unit, not the hex.
- Neutral infantry units can't be seen by the relieving units if they are in a town.
Thanks for all the help, learned something anyway. At least I got the variable counter to count the successfully evacuated units and award the objective. But it is not elegant overall, so I'm taking the relief part out of the scenario.
conboy
- Relieving units can't move into the relieved units' positions until the next turn, allowing enemy troops to move in to the position on the next half-turn.
- If units-to-be-relieved retreat before relief, they won't move off the front line, even if the trigger is set for the unit, not the hex.
- Neutral infantry units can't be seen by the relieving units if they are in a town.
Thanks for all the help, learned something anyway. At least I got the variable counter to count the successfully evacuated units and award the objective. But it is not elegant overall, so I'm taking the relief part out of the scenario.
conboy