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    Rework Purchase Units...

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • S Offline
      simon33
      last edited by

      The other arguably extreme example is producing a CV which is the only landing spot for an attack but then placing it elsewhere.

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      • HeppsH Offline
        Hepps Moderators @simon33
        last edited by

        @simon33 You could probably achieve this in the current engine by moving the purchase and place phases to the beginning of a turn. But instead of buying units you buy a placeholder unit for each individual unit type. You would place those holder units beside the respective factory then add triggers at the end of the turn that changes those into real units.

        "A joyous heart sours with the burden of expectation"
        Hepster

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        • S Offline
          simon33
          last edited by

          Wouldn't that need triggers in every territory which could accommodate a factory? Or not?

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          • HeppsH Offline
            Hepps Moderators @simon33
            last edited by

            @simon33 Yup

            "A joyous heart sours with the burden of expectation"
            Hepster

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            • S Offline
              simon33
              last edited by

              So possible, but unwieldy. I suspect you also need a separate trigger for every type of unit. So if you have 13 unit types as in Global 1940, and I estimate 30+ territories, 390 triggers.

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              • C Offline
                Cernel Moderators @simon33
                last edited by

                @simon33 No. You just need those units producing the final units (at end turn). Then, you just need a general trigger per player, removing them anywhere from the map. I'm actually doing something like this in a map I'm making, but, of course, this is a work around. Also, there is at least the matter of placing in hostile sea zones, if not placing in your territories with enemy units in them (in case the map has politics). In my game, they are just like the regular units, except that cannot move. You could also doing it by having all units at movement 0, but receiving a movement bonus during CM, as long as the new units are placed after that (in this case, no triggers needed, but the battlecalculator won't work well).

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                • S Offline
                  simon33
                  last edited by simon33

                  You know, this could be really easy. Just set the movement to zero when placing. Can't see how that would break any existing map. Then that re-raises the issue of why purchase and place have to be different.

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                  • HeppsH Offline
                    Hepps Moderators @simon33
                    last edited by Hepps

                    @simon33 I would probably find it really annoying to have all kinds of units on the map I can't move. Now I'd have to remember all my purchases and where I had placed them. A situation that would be even more complex if you already had a bunch of units in the same territory as where you have a factory and are placing 0 movement units.

                    The other issue is whether you could have placed units with zero movement while all the existing units (very same units) would retain their movement? I'm not even sure that is possible.

                    "A joyous heart sours with the burden of expectation"
                    Hepster

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                    • C Offline
                      Cernel Moderators @simon33
                      last edited by Cernel

                      @simon33 said in Rework Purchase Units...:

                      You know, this could be really easy. Just set the movement to zero when placing. Can't see how that would break any existing map. Then that re-raises the issue of why purchase and place have to be different.

                      Beside risking breaking some existing map that might have a same turn with placement then combat move (I cannot think of any), sure.
                      I would welcome the following 3 changes:

                      1. Units are immobile as default, and get the ability to move (of their movement value) at the same moment they would get any movement bonus (default at start of Combat Move).
                      2. You cannot purchase units that have cost=0, but when you are in the placement phase, you are free to place infinite of those units (say, just like if you bought a million of them, at no cost, during a preceding purchase phase).
                      3. You can assign placement costs to units (working like fuel costs, but for placing the unit).

                      Then, here you go, you just need having all units at cost 0, set their costs as placement costs, not having any purchase units phase, but just a placement phase at any point after combat move.

                      As a matter of usability only, you could add a remaining movement value for each unit, displaying like the stack number (maybe using Roman numerals, to distinguish it from the stack number itself), that would be basically good for tracking aircrafts movement anyways.

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                      • C Offline
                        Cernel Moderators @Cernel
                        last edited by

                        @Cernel To be clear regarding displaying remaining movement, if you would have a stack of 3 fighters, one with 4 remaining movement and two with 0 remaining movement, instead of displaying them as 1 stack with stack number 3, you would display them as two stacks, one with stack number 2 and no remaining movement number, and one with stack number 1 and remaining movement number IIII (if using Roman numerals (I much prefer "IIII" over "IV")) or remaining movement number 4, with some way of distinguish it from the other numbers (stack number and damages).

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                        • S Offline
                          simon33 @Hepps
                          last edited by

                          @Hepps said in Rework Purchase Units...:

                          @simon33 I would probably find it really annoying to have all kinds of units on the map I can't move. Now I'd have to remember all my purchases and where I had placed them. A situation that would be even more complex if you already had a bunch of units in the same territory as where you have a factory and are placing 0 movement units.

                          The other issue is whether you could have placed units with zero movement while all the existing units (very same units) would retain their movement? I'm not even sure that is possible.

                          I understand what you're saying. Ideally, these new units would be invisible until the end of the turn which increases the complexity. Also, they need to not be granted movement at the start of combat movement, if you are playing a map with purchase before combat movement.

                          Regarding the 2 stacks for different movement values, it is possible this has merit although it doesn't work this way now and would increase the clutter on the screen. Not sure if this is a goer.

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