 |
|  |
 |
|  |
 |
|
Exile
|
 |
of the Benighted Realms
Sep 2000 time: 23:16
|
|
Thanks Gareth, the new files are superb.
About historical accuracy;
1.) Yep, the Russians probably didn't have too many halftracks at this stage of the war, but these are elements of a mechanized corps so the graphic works.
2.) The Wespe is a little ahead of its time in this scenario and you're correct, it should be a GW38 or some other early SP artillery unit. But the Wespe looks so good, lol. Let's leave it.
3.) My info says that any Russian SP guns at this time were probably SU-76s rather than the later units, but the SU-85 was the earliest of the low-slung hull designs that appeared in several models later in the war, and it certainly appeared in regimental size before the ISU units, which were considerably upgunned.
4.) Yes the terrain is mislabeled. I might do something about that, but I supposed it was superfluous due to the fact that the terrain has no resources. If it's worthless, who cares what it's called? I'll change it to "winter" or something like that. lol.
My problem right now is with the 3 events that are supposed to place a Russian unit on the squares where the German artillery is sited. The event is set up so that, whenever the artillery units are destroyed, a special Russian defensive unit appears on those squares in order to prevent any further appearances of more artillery shells. Unfortuneately, these 3 events don't seem to work, and I can't discover why not.
Everything else, though, is done and ready for release. It's only this event problem that has hung me up. Here is the first one. If anyone can spot the problem, speak up.
@IF
UNITKILLED
unit=A Battery
attacker=Russians
defender=Germans
@THEN
CREATEUNIT
unit=Sentries
owner=Russians
veteran=no
homecity=none
locations
17,17
endlocations
JUSTONCE
@ENDIF
|
|
|  |
 |
|  |
 |
|
Exile
|
 |
of the Benighted Realms
Sep 2000 time: 23:16
|
|
Thanks again, Pablo. I looked at the Stalingrad scenario and it's a very impressive piece of work. Incredibly detailed and very much a grand tactical study. After so much work, I'm mystified why Klesh didn't finish it up. Not sufficiently compulsive, I suppose.
The map, while startlingly detailed and obviously thoroughly researched, is not quite what I'm searching for. More on that below.
This CHIR scen is designed to be a very short, sharp tactical fight with limited units and limited time. It shouldn't take much more than an hour to play, if that long. It's a trial run for a more ambitious operational-level project that I'm entertaining as present, a Stalingrad campaign scenario of my own. My approach is on a somewhat larger scale than Klesh's. My aim is to "insert" the CHIR battle situation into the larger framework of the Stalingrad campaign, creating the entire scenario using the systems developed in CHIR. My intent here is to attempt to recreate, in Civ2, the account by Von Mellenthin of the overall campaign, using the scale to simulate the decisions made at the operational level--the movement and employment of divisional/brigade strength units.
So I'm still searching for a map.
|
|
|  |
 |
|  |
 |
|
Exile
|
 |
of the Benighted Realms
Sep 2000 time: 23:16
|
|
Curt, your encouragement is always welcome.
Brian, thanks for conveying that. I'll try your suggestion for change terrain first, to see if that works, then create the unit.
Gareth, you know you're dealing with another tank geek, right? When I saw the graphic, I just assumed that the long barrel of the 85/100 had been "left off" the graphic due to excessive length. And there was some confusion over the ISU-122 and the SU-122 in the previous statement. I'm only used to ISU-122s. Have you got an SU-76 graphic around somewhere? It'd be more appropriate if so. *HINT* And NO, I sure will not be required to use one of those damn batch files--the thing will begin with the Soviet winter offensive, so the snow will already be on the ground. 
Arth, only Gareth and Eivind have copies right now, but just as soon as I get the above event problem solved, I'll release it quick.
Ok, anther thing; I looked carefully at Nemo's RED FRONT events file and saw several events that compelled units move with the "go to" command. Can anyone tell me what that's all about and what it does?
|
|
|  |
 |
|
Pablostuka
|
 |
of somewhere near Barcelona
Jan 2003 time: 06:16
|
|
Usually the Move unit event, mixed with the 'Attack' role of units works well with the AI, and make it very agressive.
quote: Move Unit
Tells a (1) given type of unit of (2) a particular tribe in (3) the given map rectangle region to move to (4) a specific location within (5) the number indicated. ANYUNIT may be used if type doesn't matter.
Only units that aren't fortified, aren't sleeping (sentry duty), don't already have a destination, aren't building fortifications, and aren't Nuclear will move specified (6) number of units of.
You cannot move units of a human-controlled tribe.
-IMPORTANT-
The 'maprect' coordinates must be in a specific order.
The first coordinate must be the left corner, next is upper right, followed by lower right, then lower left. Like this:
1---2
| |
4---3
Triggerattacker tells the macro to use the the attacker that triggered this event 8the tribe that killed the unit in a UNITKILLED trigger or the tribe that took the city in a CITYTAKEN trigger).
Triggerdefender is the same as above, but means the owner of the unit of the city that was attacked.
Triggerreceiver is the tribe that got the technology in a RECEIVERTECHNOLOGY trigger.
Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.
EXAMPLE:
quote: ]@IF
TURN
turn=1
@THEN
MOVEUNIT
unit=AnyUnit
owner=Japanese
maprect
144,50,148,50,148,56,144,56
moveto
149,57
numbertomove=ALL
@ENDIF |
(This event will move all the Japanese units of any type between the coordinates (144,50), (148,50), (148,56) and (144,56) to the coordinate (149,57) ).
|
|
|
|  |
 |
|  |
 |
|
Mercator
|
 |
Sorekara no Nanimo
Jan 1970 time: 06:16
|
|
quote: Originally posted by Harry Tuttle
The coordinates have to resemble a square around the tile you are changing. The way you have it now the square has no area. (...) |
I'm pretty sure that's not true. Using the same coordinates 4 times should change the terrain on that one tile. In fact, Pablostuka does exactly that in the instructions he just linked to...
Ah wait, I see what's wrong with it, you should put the coordinates on a separate line, like this:
quote: @IF
UNITKILLED
unit=A Battery
attacker=Russians
defender=Germans
@THEN
CHANGETERRAIN
TERRAINTYPE=5
MAPRECT
17,17,17,17,17,17,17,17
@ENDIF |
|
|
|  |
 |
|
Pablostuka
|
 |
of somewhere near Barcelona
Jan 2003 time: 06:16
|
|
Crap it's true in the example I posted:
quote: @IF
TURN
turn=3
@THEN
CHANGETERRAIN
terraintype=10
maprect
148,66,148,66,148,66,148,66
@ENDIF
(This event , in the 3rd turn, will change the terrain inside the mentioned map rectangle to the type 10 (each terrain type has a number code) ).
|
Mercator is right. You have to put the coordinates in another line, and not use the '='
|
|
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|