Editor - 5.2.2 stuff

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Erik2
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Editor - 5.2.2 stuff

Post by Erik2 » Sun Dec 10, 2017 10:46 am

Reposition units

More or less random positioning of AI units is a nice way to create variability in a scenario.
But the current way to do this setting up Random Triggers/Reposition Units is cumbersome (and somewhat confusing for this Simple Mind).

Here's a suggestion.
If you set up more than one Reposition Units effect with the same unit/AI Team, the game will simply pick one of them at random during play.
Making it this simple would allow designers to easily use this function for a number of units without being buried in complex trigger combinations.
In the screenshot example the game would pick one of the three effects at random.

Thanks
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reposition.jpg
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Shards
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Re: Editor - Reposition units

Post by Shards » Sun Dec 10, 2017 11:21 am

Hah, weirdly I'd not thought to use repositioning, I'd just be spawning/despawning

Erik2
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Re: Editor - 5.2.2 stuff

Post by Erik2 » Sun Dec 10, 2017 1:10 pm

Max strength units

I wish we could set a max strength limit for individual units in the editor.
Useful for recon and garrison units and probably other units as well.

If you set an air recon unit value to less than 10 and put it inside a cruiser, the AI will most probably increase the strength to 10 before launching the unit.
Like it did with the four recon units in the screenshot.
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athineos
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Re: Editor - 5.2.2 stuff

Post by athineos » Fri Jan 12, 2018 4:24 pm

Erik2 wrote:Max strength units

I wish we could set a max strength limit for individual units in the editor.
Useful for recon and garrison units and probably other units as well.

If you set an air recon unit value to less than 10 and put it inside a cruiser, the AI will most probably increase the strength to 10 before launching the unit.
Like it did with the four recon units in the screenshot.
What OOB needs is a Random battle generator like JTCS has and that would increase the replay value of the game even more....

uran21
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Re: Editor - 5.2.2 stuff

Post by uran21 » Fri Jan 12, 2018 6:22 pm

Erik2 wrote:If you set up more than one Reposition Units effect with the same unit/AI Team, the game will simply pick one of them at random during play.
Random trigger is not that complex. You create main random trigger, you create unit reposition trigger. Than you copy that same reposition trigger and only change unit in it. Whit a little bit of practice it gets very easy.

uran21
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Re: Editor - Reposition units

Post by uran21 » Fri Jan 12, 2018 6:24 pm

Shards wrote:Hah, weirdly I'd not thought to use repositioning, I'd just be spawning/despawning
Yeah, I did that at first too. But undeployment/repositioning is acctually great tool.

Horst
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Re: Editor - 5.2.2 stuff

Post by Horst » Sat Jan 13, 2018 10:43 am

After the recent changes in the campaign files, I hope we get back the possibility to change/restrict specialisations for each campaign again. I still have backups of the old data.cmp to convert such restrictions to the new, encrypted campaign.cmz format for old campaigns, but no chance with Burma+.
The Specializations tab in the campaign editor only gives the possibility to add spec-points so far.

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