It depends on the scale, the scenario would last 100 days with 'normal' settings. I'm not sure if you want that kind of timescale?the_iron_duke wrote:Global Parameters:
Turns: 100 - sounds okay?
If you want each turn to last a single day:Days per turn: 0 - leave it as zero for one day a turn?
Turns per day: 1 - leave it at 1?
Days per turn: 1
Turns per day: 0
Tricky to give some decent values for 100 turns, clouds could be roughly around 10%-20%, rain 2%-10% and snow 2%-6% (but this would depend heavily on what season you want to play in). But you can script weather changes, so for example in turn 30 you can change the chances for weather types appearing, to simulate spring thawing or worsening winter weather.Probability of Clouds: ?
Probability of Rain: ?
Probability of Snow: ?
Moisture: ?
What to set all these to? I want the weather to be fairly vanilla, so some rain, some clouds and occasionally some snow. I don't want it to be heavy Russian winter or anything and frozen a lot of the time, despite it being an Eastern Front game.
Moisture is an 'invisible' parameter that controls the state of the ground. With this you set the amount at the start, but the weather will influence the value over time. I'll quote Rudankort, the programmer:
Moisture level is [0,5] typically. When it reaches 3, the ground becomes muddy/frozen. It decreases by 2 when clear and increases by 2 when raining/snowing. It decreases by 1 when cloudy, unless ground is frozen.
Max experience is fine, but I have some other questions to try and find out some of your goals. If a player buys a new unit, how much experience do you want it to have? (this is the 'Unit Experience' setting)Sides:
Initial prestige: ?
Prestige per turn: ?
I imagine with prestige there might be some subjectivity involved but what thoughts do you have?
Max experience 599 - leave this as is?
And a very important question is how many core slots do you allow for each of the sides? If you use a low number, players can't begin to buy new units until a fair number has been destroyed. But if you allow more core slots than there are units deployed initially, players can start buying extra units right away. This sort of thing determines how much prestige you want at the start and how much is added each turn. If players are supposed to purchase some extra units at the start, give them enough prestige to fill out the slots with 'historical' units (200-500pr for each empty slot?), so they can choose between quality and quantity.
If you start out unable to purchase any units but give a nice amount of starting prestige + turn income, players will be able to save up prestige, and replace lost units with expensive stuff. It might be nicer to give the players just enough to have to make some tough decisions on what to do with it. Turn income, for me, depends on number of year, units deployed and map scale. As a rule of thumb you can set the amount so that a cheap 'emergency' unit can be bought each turn or something, this will give you a benchmark. You can experiment, start out with 150-250 pr per turn, or perhaps a little more if the map is proportionally smaller.
Sounds OK. I assume by land transport you mean rail transports? These are very fast (30 move), so watch out that they aren't abused too much as flag-grabbers (I always try silly stuff like that...Transports:
I've gone for:
4 land
2 air
for both sides. Sounds okay?
Yes.Victory conditions:
Campaign conditions: - leave blank ?
I'm not sure what your '/ 100 /' here means?Scenario conditions:
I've got the following.
Axis Victory / 100 / Number of allied flags in all map is equal to 3
Allied Victory / 100 / Number of axis flags in all map is equal to 3
is this complete? I want it so that when the opponent is down to only three flags they lose.
This is a 'sudden death' condition if you do not specify a Turn number in which this condition is valid, so that is correct here. For the rest, not quite there yet, the 'Equal to 3' would imply that the opponent would have to have exactly three flags left; no more, no less. 'Less than 4' would be better, in case you grab 3 flags in one turn when there are 5 opponent flags remaining, it wouldn't trigger as you 'skipped' the condition.
That would leave the problem of what would happen on the last turn, but both opponents have more than 3 flags? Do you want the player with the most flags to win? You would need to add two extra victory conditions that are checked on the last turn in that case. So (victory condition AND [Turn -1, -1] means it will check on the last turn if the condition is met.
This is your 'backup' in case no-one has managed the 'sudden death' condition. How many flags does your map have in total (axis, allied, neutral, everything)? You could use 'No less than' (half +1) of that number of flags as a condition, so the player with more than half of the flags wins.
But beware, there is a small chance that neutral flags would remain, messing up the count. The situation were both players fail to meet the minimum because they both have less than (half + 1) because of neutral flags will be small, though.
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As soon as they get that server back up and running, yes. Hope they can find a bigger hammer somewhere.Thanks in advance. I think this could be a fun scenario and am looking forward to giving it a whirl.









