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Demo: random army sizes/locations/turn appearance

Posted: Wed Jul 13, 2022 2:29 pm
by sbpc1
custom scenario no modified files needed. play as hotseat so you can see what is going on. no real victory conditions just play to the end (turn 6) anyway.
the german army is built up using a method i think best for an initial force deployment. the method used for the great britain forces i think is most suitable for reinforcement type situations.
looking for away to use these methods to give scenarios replayability i.e. never exactly the same twice. also looking for away to avoid the dreaded AI unit spam at the end of scenarios.

play it many times and how many units you get,where you get them and when you get them will be different.
i reserve the right to have more brilliant ideas in the near future.

Re: Demo: random army sizes/locations/turn appearance

Posted: Wed Jul 13, 2022 11:50 pm
by eskuche
Can't play now, but I wonder if you implemented this in the same way I was thinking, namely, having whatever hexes occupied stand in for a "random" number generator and make triggering appearance of an appropriate subset of units .

Re: Demo: random army sizes/locations/turn appearance

Posted: Fri Jul 15, 2022 12:23 pm
by sbpc1
i was thinking something like number of victory hexes controlled triggers a certain number of reinforcements for the AI rather than it just spamming units around the final victory hex when you are going for the DV! the AI end of game unit spam is one of the least satisfactory areas of the game. get busy in the scenario editor, soldier! trigger conditions and victory conditions can be difficult to get to "fire". hint: use message boxes to debug/see if something has or hasn't happened.