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Delayed arriving units - how it works?
Posted: Sun Dec 08, 2013 1:47 pm
by Uhu
Hi!
If I set a unit that it will appear turn 12;-1 than it means it will arrive between turn 12 and the last turn?
What percentages have it to arrive? Goes this percentage higher as time goes on?
Thanks!
Re: Delayed arriving units - how it works?
Posted: Sun Dec 08, 2013 4:15 pm
by bebro
Not completely sure, but I always thought when you set a time like 12;-1 with no other conditions it means the unit will be generated on that hex on the first turn of the specified timeframe in case it's free, so not occupied by another unit. So on 12 in that example.
I could be wrong though
Re: Delayed arriving units - how it works?
Posted: Sun Dec 08, 2013 7:14 pm
by Uhu
Thanks the info, yes it seems to also that on the first turn setup they are coming.
bebro wrote:Not completely sure, but I always thought when you set a time like 12;-1 with no other conditions it means the unit will be generated on that hex on the first turn of the specified timeframe in case it's free, so not occupied by another unit. So on 12 in that example.
I could be wrong though
Re: Delayed arriving units - how it works?
Posted: Tue Dec 10, 2013 10:32 am
by fsx
If you use a flag and randomized action, you could give each turn a percentage for arriving the unit.
Re: Delayed arriving units - how it works?
Posted: Tue Dec 10, 2013 10:44 am
by Uhu
Can you please explain thid more detailed?
fsx wrote:If you use a flag and randomized action, you could give each turn a percentage for arriving the unit.
Re: Delayed arriving units - how it works?
Posted: Tue Dec 10, 2013 10:55 am
by fsx
Make an action with flag (german: Etikett) - to set flag "arrive". The trigger should be turn 12 and random trigger (perhaps 30%).
Make the (near) same for turn 13: Make an action with flag (german: Etikett) - to set flag "arrive". The trigger should be turn 13 and random trigger (perhaps 50%).
And so on.
And the trigger for the unit should be look at the flag "arrive".
Re: Delayed arriving units - how it works?
Posted: Tue Dec 10, 2013 11:03 am
by Uhu
Thanks! Really nice trick/solution!
fsx wrote:Make an action with flag (german: Etikett) - to set flag "arrive". The trigger should be turn 12 and random trigger (perhaps 30%).
Make the (near) same for turn 13: Make an action with flag (german: Etikett) - to set flag "arrive". The trigger should be turn 13 and random trigger (perhaps 50%).
And so on.
And the trigger for the unit should be look at the flag "arrive".
Re: Delayed arriving units - how it works?
Posted: Wed Jan 08, 2014 11:20 pm
by Molve
If you only have a single unit, you don't need a tag such as "arrive".
You can simply set the trigger for the unit itself to both contain a turn trigger (arrive at turn 12, -1) and random trigger (30%). Then each turn, from turn 12 onwards, the computer rolls the dice, and with thirty percent chance each turn it will arrive.
You only need a tag such as "arrive" when you want to coordinate the arrival of several units. Then you'd create the script to set the tag, and then trigger the units on the tag instead, just as explained. The computer will then only roll the dice once per turn, as it were, and all units will arrive at the same time.
Of course, another variant is to keep the random trigger for each individual unit. Then you get the effect of "trickling" reinforcements, arriving randomly (perhaps one at a time, perhaps first nothing and then everything, etc).