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Patine
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Edmonton, Canada
Mar 2002 time: 22:17
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I've got quite the dilema here; I've got an Early Cold War scenario in the works (a predecessor to my Late Cold War scenario) which is on a global scale from 1955 to 1964 (monthly turns, of course). I want to trigger the Second Arab-Israeli War to occur in mid-'56, between Israel and Egypt with France and Britain supporting Israel. However, the way I've arranged players, there's a NATO and Allies player (including France and Britain), a Moslem player (of which Egypt is just one country), and a Afro-Aasian player (including India, Sri Lanka, Burma, Cambodia, Papua New Guinea, Ethiopia, Liberia, and South Africa, on top of Israel) to deal with in that regard (as well as Warsaw Pact, Latin American, and Capitalist and Communist East Asian players, for those who are curious). I want Israel, Egypt, France, and Britain to be involved without the whole of the Middle East, South and Southeast Asia, and North Africa going up in a major conflagration. Is there any way I can do this?
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jeibel
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A Hill with Grapes on top
Jun 2000 time: 05:17
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In a quick think you can if you use multiple event and rules set covering the various conflicts, and for example you set the movement for the various unit dislocated in 'peaceful' areas to be static (and perhaps unconquerable, very high DEF and HP), and the desired stats for the unit in the warring territories. This you can change as you swap the various file around.
E.G. :
before the israeli-arab conflict all 'egyptian infantry' unit are 1/18/0 9/6 but, do not cost much. they can only be built in egypt, and if a player change the production he will no loger be able to build the national infantry.
the same will be true for the national infantry of various country.
(israel,south america, usa, uk, etc.)
you may make the players able to build other kind of units, such as artillery, tanks bomber and so on, and by varying their stats, you can decide which area they will be able to conquer once war comes around.
to make it more clear: when the war comes around the various mational infantry wil revert to normal 6/6/1 2/1 unit or whatever you want them to be. so the cities wil be conquerable and israel can use all their tanks to whoop egypt,
or the usa wil be able to bomb suez flying their plane there but NOT to attack venezuela, since the infantry there is still unbeatable.
another idea is to have most unit be static until rules set change, however make the cities in the area of conflict be able to build otherwise unavailable moving units, whose production will be forfeited if the cities change production
however i think the first solution is more effective as it allow you to change the focus of conflict to different areas as you change rules sets
Hope this help forgive the bad writing! 
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jeibel
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A Hill with Grapes on top
Jun 2000 time: 05:17
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Ok i came up with another idea tonight (it's amazing what your brains do to avoid studying! ). It's kind of old fashioned, and it's certainly not the best, but perhaps it can spark new solutions.
Basically you do as the great Nemo did in Red Front and Spartacus, you use super defensive / impassable units to seal out the various theatre. You can make them look like fortifications, or invisibles if you don't want to screw up the map outlook.
The advantage of this method is that it eats up only one unit slots, and it requires no files swapping.
There are many ways this can be done, i came up with these:
-distribute the fortifications along the border you want to seal out, not in cities so they can't be rehomed. I don't mean every single border, so that the player has the freedom to attack unprotected area even if there is no conflict trigger.
-you either home the fortifications to cities in front of them (not sealed out by the fortification) so that when war comes along the conquest of the first cities trigger the gradual collapse of the border. The way Nemo did in Red Front. Depending on the scale of the map, however, this may be unfeasable due to lack of detail.
-or you home them another way, a bit more tricky, and that screw up the map a little bit. basically the idea is to reserve some far away places as trigger area. You put up 1-sized, empty cities in the North pole, Siberia, Canada or other god-forsaken places to act as trigger, deployed in this way:
XXXX where X are impassable units, and C is the city.
XC X The fortification along the border are all homed to these
XXXX cites, that are otherwise unreacheable. When war breaks
out,create a unit in the blank space. when the city is conquered the border will collapse and the trigger city disappear.
I think that this method don't strait-jacket the player since the border unit should be destroyable using nuclear weaponry. In this way if one wants to go along the historical course he has the chance to do so and have an easier time, while if he wants to rush things he will have to risk global nuclear conflict. Which is IMHO desiderable and in line with the scenario's era.On the same reasoning you could put up super defensive unit in cities to keep war out of certain key places. For example outbreak of conflict in europe, or invasion of the mainland of any of the superpowers would certainly have meant full scale nuclear war.
Thanks for your patience and have fun.
A big thanks to you, Mercator, your help was GREATLY appreciated. you are so
ciao 
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:17
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quote: Originally posted by Patine
I don't know really how this land body/continent editing thing works, though if Mercator or someone else can explain exactly how and how it can be applied in this case, I may be willing to give it a try. |
I just rediscovered today that you can use MapCopy for that. Edit a new copy of the same map you use in the scenario and make an island out of the Middle East, encompassing the land area you want to see involved. You can do that for any other conflict areas there may be. Before you save the map, analyze it ('n').
Now use MapCopy to copy the body counter data from that map to your scenario/savegame. This ought to do it:
mapcopy map_name sav/scn_name -s -t -f +bc
(mapcopy is a command-line program, you have to enter that on the command-line. CD to the mapcopy folder and then specify the full paths of the map and savegame)
That will copy only the land mass counter from the map to the savegame, turning the Middle East into a separate continent. I'm not sure what the AI will think about the in-between squares though (i.e. the squares you turned into Ocean on that map to separate the contintents), because those will have a separate body counter as well.
But this is easy enough to do. If you're not sure yet, you can always try it out on a copy and test on that copy what the effects really are.
quote: Originally posted by jeibel
A big thanks to you, Mercator, your help was GREATLY appreciated. you are so  |
Thanks! 
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