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Scripting Commander Units, Command Range, Bonuses
Posted: Mon Nov 10, 2014 1:19 am
by jomni
Are we able to implement commanders and assign a side's units to sub commanders? I was thinking of them having command range and has action point penalties for troops beyond commander range.
Also, can we implement BA-style bonuses? how flexible use the bonus system?
Re: Scripting Commander Units, Command Range, Bonuses
Posted: Mon Nov 10, 2014 5:58 am
by jomni
I just realized that the AI should also be programmed to take advantage of these rules else they will run around and lose the bonus from their assigbed organic commander. Probably difficult to implement.
I see there are TEAM scripts. Wonder how these work.
Re: Scripting Commander Units, Command Range, Bonuses
Posted: Mon Nov 10, 2014 8:35 am
by rbodleyscott
Are we able to implement commanders and assign a side's units to sub commanders?
Not without extensive scripting.
jomni wrote:I just realized that the AI should also be programmed to take advantage of these rules else they will run around and lose the bonus from their assigbed organic commander. Probably difficult to implement.
Yep, that is one of the reasons why commanders are not implemented.
I see there are TEAM scripts. Wonder how these work.
Hard to explain in detail. Your best bet is to look and see how they have been used in the historical scenario scripts. The AI scripting is normally in the StartTurnPost() function in the scenario script.
Re: Scripting Commander Units, Command Range, Bonuses
Posted: Mon Nov 10, 2014 10:01 am
by jomni
Yeah. This is a longshot and will be put in the back burner / wishlist.