techumseh
Deity
What is that and where might I find it?
Give me a bit to get my mess of files organized. My apologies.What is that and where might I find it?
Alright, while it seems the save where I cleaned up all the old units now has some inexplicable error I'm going to have to sort through, the one where you last de-fortressized does work, and at least let's you peruse the map.What is that and where might I find it?
Yes, it can be done.Now, I want to ask a question of @Prof. Garfield @JPetroski or others more fluent in LUA. A big stumbling block with my original edition was that the original ToT MacroLanguage would not spawn land units on top of one or more transports spawned at sea to make amphibious assaults. Only the transports ever appeared, empty. Is the feat of spawning I'm looking for doable with LUA script?
Excellent point! Thanks for that, tech.If I might ask another question that may be relevant to Pat's scenario in particular: Is it possible to create events that return carrier aircraft to their originating carrier after a attacking a target? This would solve a major issue for modern naval scenarios, since the AI (surely a misnomer, given recent technological developments) is hopeless handling carriers. I experienced this when developing Sea Lion, where carrier planes left the carriers and rebased to cities whenever they were in range. The planes themselves ended up as essentially missile units, since they never returned to their carrier.
I wrote a bit of proof of concept code here and here a few years back. Giving a flying bomber a goto order usually worked as long as there wasn't something else for the bomber to attack. Teleporting the bomber back to the carrier was an option to stop the bomber being "distracted," although techumseh objected at the time that that would prevent using your own aircraft to block enemy bombers from landing safely.If I might ask another question that may be relevant to Pat's scenario in particular: Is it possible to create events that return carrier aircraft to their originating carrier after a attacking a target? This would solve a major issue for modern naval scenarios, since the AI (surely a misnomer, given recent technological developments) is hopeless handling carriers. I experienced this when developing Sea Lion, where carrier planes left the carriers and rebased to cities whenever they were in range. The planes themselves ended up as essentially missile units, since they never returned to their carrier.
On the first one, I'm trying to find a reward or reason to entice the player to attack and capture those small islands in the first place.Can you expand on what you are looking for wrt capturing small isolated islands. What exactly are you wanting to incentivize? Also, you're doing this with lua events, right?
I have no idea what you're on about with fortresses.Were you able to remove them in the end? btw, with ToTPP you can change the defense multiplier for both fortified units and fortification improvements to whatever you want.
I did have a devil of a time getting US AI subs to attack Japanese shipping. I don't remember the ultimate resolution, other than Prof Garfield was very patient and helpful.
You see, the two bottom-left ones have a v-shaped base border, with a pink, units file filler within. Most, "fortified," or, "fortress," graphics are just border, v-shapes, or sometimes diamonds (like some castle walls graphics from some Medieval scenarios) with the pink filler in the middle. The bunker graphic, above, is what I had my eye on using for my fortress graphic. The thing I I heard a long while ago ("semi-transparent," may have been their concocted term to describe something they didn't know the actual term for), where, when a land unit is in a fortress with a solid graphic, the rendering when the unit is attacked, or ready to act, gets bunged up due to graphic overlapping. But, I'm actually going to do a test scenario where the fortress graphic is the bunker above, and place a sample infantry, armoured vehicle, tank, artillery, and AA-gun with a graphic from the EotRS roster each within, and then activate and attack each, and I'll let everyone know, with screenshots, shortly.1. Ask yourself: Why did the historical protagonist attack them in the actual war? Then build that into the scenario. Or just give the player VPs for capturing them.
2. These are the relevant graphics I used in Burma Campaign. I have never heard of "semi-transparent" graphics.
View attachment 740869
View attachment 740870
What did any of that mean?You see, the two bottom-left ones have a v-shaped base border, with a pink, units file filler within. Most, "fortified," or, "fortress," graphics are just border, v-shapes, or sometimes diamonds (like some castle walls graphics from some Medieval scenarios) with the pink filler in the middle. The bunker graphic, above, is what I had my eye on using for my fortress graphic. The thing I I heard a long while ago ("semi-transparent," may have been their concocted term to describe something they didn't know the actual term for), where, when a land unit is in a fortress with a solid graphic, the rendering when the unit is attacked, or ready to act, gets bunged up due to graphic overlapping. But, I'm actually going to do a test scenario where the fortress graphic is the bunker above, and place a sample infantry, armoured vehicle, tank, artillery, and AA-gun with a graphic from the EotRS roster each within, and then activate and attack each, and I'll let everyone know, with screenshots, shortly.
Sorry, I was tired and about to turn in early when I typed it. It was one of the last things I did before I brushed my teeth.What did any of that mean?
That's what I've been clumsily asking about. Thank-you!By "filler colour", do you mean the transparent color (in this case the ubiquitous pink)? If you used the pillbox graphic above for the fortress, it would hide the unit occupying the fortress, which is why these graphics are usually relegated to the bottom edge.