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Posted: Wed Jan 04, 2012 2:18 pm
by bebro
I can write it on the weekend, though this would go mainly for the software I'm using. However, I can include general info as much as possible and some pics, if that helps
Meanwhile, I got some more questions:
1. What prestige settings are primarily being used during a campaign, those defined in the campaign file, or those entered in the editor under scn params > outcomes > score? I assume those from the campaign file?
2. What can we do with the "aux limit" setting in the editor? I thought in campaigns you can only buy and deploy core units, or did I miss something?
Posted: Wed Jan 04, 2012 2:27 pm
by El_Condoro
1. Yes, the campaign file mainly. The 'Score' field doesn't do anything, but there is the Starting Prestige field for scenarios which functions.
2. You can set other nations to have their stuff available in a scenario but they cannot be taken into the next scenario - they are only aux. Not sure why you would spend prestige on non-core units?
Posted: Wed Jan 04, 2012 2:34 pm
by bebro
El_Condoro wrote:
2. You can set other nations to have their stuff available in a scenario but they cannot be taken into the next scenario - they are only aux. Not sure why you would spend prestige on non-core units?
I sometimes did it for role-playing in the old PG series, when I had lots of prestige later in campaigns.
But thx for the answers.

Posted: Wed Jan 04, 2012 4:59 pm
by Mark50
El_Condoro wrote:Not sure why you would spend prestige on non-core units?
The possibility to do things differently and experience different "feels" sorta speak is what makes a game have good replayability.
Posted: Fri Jan 06, 2012 11:12 am
by bebro
El_Condoro wrote:@bebro if it's not too much work would you mind writing a tutorial on making the big unit isometric images, please? Again, only if it's not too much trouble. Thanks.
Just to make sure there's no misunderstanding: do you want a tut how to render an already existing 3d model in the iso perspective? Or are you you more after a complete unit making tut in 3d, i.e. how to get the 3d model first?
The latter would be more work, but I could break it into parts. I could make a unit for the unit factory, and write the tut while making it, describing some basics and key steps, incl. pics. People would still need to adapt this to the 3d software they're using, but basic modeling techniques should be similar.
Posted: Fri Jan 06, 2012 12:32 pm
by El_Condoro
That would be fantastic - personally, I need all the things you mentioned!

The basics would be a very good place to start. I will be downloading the 30-day trial of Poser when I get back from hols in a week's time, so maybe I'll get a chance to put some of your tute into action. Cheers.
Posted: Fri Jan 06, 2012 1:28 pm
by VPaulus
That would be nice bebro. Maybe some folk here could get inspired. Personally I have a rift between myself and 3D programs since VU-3D on the ZX-Spectrum in 1983.
Posted: Fri Jan 06, 2012 3:02 pm
by bebro
Lol, I remember my "first contact" with 3d was when my older brother wanted to get some simple shape (only as wireframe) to be rendered in a very basic 3d app running on his C64. We waited probably over 15 mins for the first line to show up, then he decided not to wait any further. I was a 'lil kid back then and found it boring
Some quick questions:
1. Can the AI deploy ground units it bought around any primary objective, or does it have to be a city hex? Am I right that I don't need to set deployment hexes manually for the AI in the editor then, or do I?
2. About AI settings for units: will "default" cause AI units to behave according to the attacker/defender entry for the scenario, so will they attack when on the atttacking side, and defend when not?
So far I did attacker/defender or "hold position" settings for every AI unit manually (the cloned ones not counted), and now wonder whether the default setting could be used to speed up the process a bit.
Posted: Fri Jan 06, 2012 9:56 pm
by El_Condoro
1. City hexes with flags. No need for AI deployment hexes.
2. Correct.
3. Had an interesting thought that I haven't tried but might. Use zones and the scenario AI trigger to set all of the AI at once. e.g. Zone 1 units = Hold, Passive; Zone 2 = Hold, Active and on Turn 1 they have their AI setting activated. Haven't tried it but it should work. The main thing to remember is that Active can be baited to leave great defensive positions but Passive can't, however Passive won't attack adjacent hexes.
Posted: Fri Jan 06, 2012 11:03 pm
by Razz1
Do not use Hold as the unit will never move.
Most important, they will not counter attack. You can walk right past them.
So hold is used as a temporary condition.
Posted: Sat Jan 07, 2012 1:46 pm
by bebro
Thx for the answers.
But re "hold position", I think when you specify "active" they seem to attack when they see a chance. At least that's my impression so far.
Re:
Posted: Mon May 26, 2025 12:45 am
by Elpatriarche
El_Condoro wrote: ↑Fri Jan 06, 2012 9:56 pm
1. City hexes with flags. No need for AI deployment hexes.
2. Correct.
3. Had an interesting thought that I haven't tried but might. Use zones and the scenario AI trigger to set all of the AI at once. e.g. Zone 1 units = Hold, Passive; Zone 2 = Hold, Active and on Turn 1 they have their AI setting activated. Haven't tried it but it should work. The main thing to remember is that Active can be baited to leave great defensive positions but Passive can't, however Passive won't attack adjacent hexes.
Thx!