I suspect I may have misexplained. For all functions, it must be the engineers first move. And all moves consume 8 AP (so they're not easy mortar targets).
Merci encore Amaris!
Moderators: Slitherine Core, BA Moderators


You are right. This is the best way to learn.GottaLove88s wrote:Haha, that's fair. I just experiment to understand more. I promise to cease and desist, lol...
I suspect I may have misexplained. For all functions, it must be the engineers first move. And all moves consume 8 AP (so they're not easy mortar targets).
Merci encore Amaris!

Thanks!pk867 wrote:Hi Amaris,
Wonderful work !
I think you are correct about using a satchel charge was removing walls and tank traps. The thing with bridges you may have to require a truck adjacent to the spot you build the bridge. I do not think the engineers carried all that stuff on their backs!











Code: Select all
SetForceVisible(me, 1) ;


Code: Select all
// IMPROVED ENGINEER:
include "TERRAFORM1.BSF"
include "TERRAFORM2.BSF"
include "TANKTRAP.BSF"
include "ADDTRAP.BSF"
include "CUTHEDGEDROW.BSF"
include "BURN.BSF"
include "DESTROY_BRIDGE.BSF"
include "ADDBRIDGE.BSF"
// END OF IMPROVED ENGINEER
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// IMPROVED ENGINEER:
include "TERRAFORM1.BSF"
include "TERRAFORM2.BSF"
include "TANKTRAP.BSF"
include "ADDTRAP.BSF"
include "CUTHEDGEDROW.BSF"
include "BURN.BSF"
include "DESTROY_BRIDGE.BSF"
//include "ADDBRIDGE.BSF"
// END OF IMPROVED ENGINEER
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// IMPROVED ENGINEER:
include "TERRAFORM1.BSF"
include "TERRAFORM2.BSF"
include "TANKTRAP.BSF"
include "ADDTRAP.BSF"
include "CUTHEDGEDROW.BSF"
include "BURN.BSF"
include "DESTROY_BRIDGE.BSF"
// END OF IMPROVED ENGINEER

Answer found!Amaris wrote: Time to decide whether to use or not satchel charges.

GottaLove88s wrote:Painting by Tank Traps...
As a cocktail of Murphy's Law and the Law of Unintended Consequences, it has come to the attention of Strategic Allied Command that certain Enemy Commanders have begun to "Paint by Tank Traps"... Below our Mosquito recon has caught just such an intrepid German engineer brigade in action... where it has laid no less than TWELVE Tank Traps, in about four hours (turns) of battle... drawing a solid line of tank traps from Carpiquet's Main Gate flag and then three squares into the Forest itself...
Tank Traps are considered an asset of war, and may be employed in any natural circumstances, including blockading one's own roads, if Commanders so wish... However, I will have a chat with Amaris about perhaps preventing their placement within Forest... This would seem to be a pixelated fantasy of a historical inaccuracy...
But, NICE TRY BUSTER... The Canucks are still coming for you, eh!!![]()



It's pretty easyGottaLove88s wrote:Please explain how to adapt your code so that larger scale actions consume THREE charges, rather than only one...
I would like to enhance the "Blow Bridge" and "Build Pontoon" actions so that they perform a check that the engineer has at least 3 charges, and then deducts 3 units of material (charges) for the action. Blowing or building a bridge seems to be a major order of magnitude bigger than knocking a hole through a hedgerow wall...
What do you reckon?
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if (GetAttrib(me, "APCharges") < 1)
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AP--;
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if (GetAttrib(me, "APCharges") < X)
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AP = AP - X;


Haha, oui, c'est vrai! Some of my opponents are phenomenally sneaky, mon ami...Amaris wrote:Damned players! As terrible as my 'users'.![]()

Just got it! I understand. Good luck mon ami.Amaris wrote:Look your mail.

