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New(?) scripting idea for a scenario

Posted: Tue Jan 03, 2012 7:03 pm
by nikivdd
For GTPG5 i came up with a new(?) idea.
Until now the player received in certain scenario's reinforcements automatically (and now i am talking about all my projects). Some players use them, some don't need them.

What if the player can decide for himself if he could really use a few more units to turn the tide?
The two screenshots show the mechanics behind the idea.

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Any unit just has to move to the hex marked with A. The reinforcements will arrive in the hexes marked with $.

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And voilĂ ...the following turn your reinforcements have arrived and await your orders.

What do you think?

Posted: Tue Jan 03, 2012 7:10 pm
by MartyWard
I like it.

Would it also be possible to remove units after a certain number of turns? Like you had the use of certain aux units for the first 10 turns then they were withdrawn for use on another front.

Posted: Tue Jan 03, 2012 7:14 pm
by bebro
Sounds like a good idea. Could also be turned into a bigger task if you have to fight your way through the hex that triggers those reinforcements :)

Posted: Tue Jan 03, 2012 7:15 pm
by nikivdd
MartyWard wrote:I like it.

Would it also be possible to remove units after a certain number of turns? Like you had the use of certain aux units for the first 10 turns then they were withdrawn for use on another front.
Unfortunately no. I like the idea thou, it reminds me of some older wargames of KOEI where aux units were temporarily placed under your command for a few turns and later got the notification that you have to return them (and pay a kind of penalty for every turn you kept them longer).

In Panzer Corps, the only way to remove aux units is by disbanding them.

Posted: Tue Jan 03, 2012 7:23 pm
by nikivdd
bebro wrote:Sounds like a good idea. Could also be turned into a bigger task if you have to fight your way through the hex that triggers those reinforcements :)
The idea came actually in my mind while betatesting a scenario for the upcoming GTPG5.

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All peace and quiet in turn 1/18

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After Stalin's boys came. This screenshot is from turn 17/18...now just imagine what happened to all those units from the first screenshot...

I can imagine some people could use a few more units while more experienced players or just to test their cunning don't want those reinforcements.

Posted: Tue Jan 03, 2012 11:11 pm
by El_Condoro
That will work. In your example the unit is aux - you could make it that only core units will trigger the action, or even a specific core unit (your HQ unit?).

Posted: Wed Jan 04, 2012 8:22 am
by nikivdd
El_Condoro wrote:That will work. In your example the unit is aux - you could make it that only core units will trigger the action, or even a specific core unit (your HQ unit?).
Sure you can chose whatever you want. A specific unit (like HQ) or any unit of any nation you'd prefer. As long as it is scripted correctly.

Posted: Wed Feb 01, 2012 8:20 am
by fsx
If it is now possible (reinforcements), pleas, let me know the used trigger in scenario editor.

Thank you

Posted: Wed Feb 01, 2012 8:43 am
by nikivdd
fsx wrote:If it is now possible (reinforcements), pleas, let me know the used trigger in scenario editor.

Thank you
How to trigger reinforcements using my system?

1) Designate a hex with label A
2) Designate this hex with label A as zone 1
3) Designate one or more hexes with label $
4) Place the reinforcement(s) on the $ hex(es)
5) For each reinforcement do the following:
- Shift-left click on the unit, add map condition
The map condition can look like this:
Axis unit/zone 1 /German flag/ground unit/all

Which translates in:
Any german ground unit that occupies zone 1 (the hex labeled with A) forfills the condition for the reinforcement to appear.

Another possibility.
Add a unit on the map, shift-left click and add a time condition defining when the unit should appear on the map.

If smth is not clear, let me know.

Posted: Wed Feb 01, 2012 10:14 am
by fsx
Thank you, nikivdd.
And whats happens, if a unit occupies a reinforcement-hex?

Posted: Wed Feb 01, 2012 10:26 am
by El_Condoro
If it is set for a specific turn (e.g. 3 to 3) and a unit is on that hex on Turn 3, the reinforcement will not arrive at all. If it's set for any turn after 3 (e.g. 3 to -1) it will arrive the turn after the hex is vacated.

Posted: Wed Feb 01, 2012 10:49 am
by nikivdd
fsx wrote:Thank you, nikivdd.
And whats happens, if a unit occupies a reinforcement-hex?
In my system the unit can still appear when the $ hex is unoccupied but with a unit on the A hex. Ofcourse those units can only appear once.

I came up with this system incase a player can use an extra hand to win a scenario. The more veteran players might completely ignore it.