Sea Units starting in hostile seazones
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Hello,
I'm designing a map and i don't want Sea Units starting in hostile seazones being able to start another combat. Is it there any parameter to avoid that?
thx.
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@Martin-Madueño Is this a feature request for having such a possibility or a mapmaking question?
Anyways, if you mean units starting in a hostile sea zone being unable to get out of it, I don't believe there is a way to do it in a clean way (I mean, beside a huge amount of triggers or canals to hack it).
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I mean avoiding sea units starting in hostile zone, leave the combat to go to another zone to start another combat.
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@Martin-Madueño Can you explain a bit why you want that functionality? There might be other ways to accomplish what you are looking for.
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Yes, thx.
I've decided the sea (space in fact) battles last only 2 rounds.
If the battle finish in a draw, because there are only 2 rounds, i dont want the next player units involved in the battle to leave the battle to start another one.so, i would like to sea units starting in hostile seazones, because they just had an unfinish battle, to be able to leave that battle to start another one.
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@Martin-Madueño Ok, so you want units that fought a battle that ended in a draw to either fight that same battle another 2 rounds or have to retreat? But not be able to move and attack a different enemy fleet?
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@redrum said in Sea Units starting in hostile seazones:
that fought a battle that ended in a draw to either fight that same battle another 2 rounds or have to retreat? But not be able to move and attack a different enemy fleet?
Correct!
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@Martin-Madueño If I am reading correctly... then we are discussing limited combat rounds... in which case we should not limit our vision to only naval units.
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@Martin-Madueño said in Sea Units starting in hostile seazones:
@redrum said in Sea Units starting in hostile seazones:
that fought a battle that ended in a draw to either fight that same battle another 2 rounds or have to retreat? But not be able to move and attack a different enemy fleet?
Correct!
This thread is confusing to me: I still don't understand exactly what is wanted.
If you have a battle in a sea zone between only regular offensive units that started their turn already in there, and didn't move, against regular defensive units, in that sea zone too (likely for having been placed in it), then you cannot retreat, because you have no entering way points. So, here maybe by "retreat" you mean that those units can "move" out of the sea zone, during Combat Move, but under the restriction that they can do so only entering not hostile sea zones thereafter? Still, would they be able to conduct sea borne assaults then?
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@Cernel Yeah, I didn't mean actual battle retreat. I meant move away from the battle.
My understanding is that he's looking to avoid the units that are essentially in an on-going battle (fought to a draw in the previous turn) from moving away from that battle to then attack other units in the same turn.
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@redrum The only thing, then, to sort out would be if it is phase related or zone related. Would this rule be that I can never enter hostile if I start in hostile or that I cannot go from hostile to hostile? Meaning, if I cannot move from hostile to hostile, can I, instead, move from hostile to non hostile to hostile, instead, if the unit has mobility of 2 or greater (this is exactly how it currently works for land, for example)?
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@Cernel I would assume the first of those but I think the answer at this point is neither is really achievable to my knowledge (or at least not easily).
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@Martin-Madueño Anyways, as long as the AI has no relevant role in that map, you can still finish the map and exactly document in its notes how the players are supposed to behave, then make a feature request to support it, hoping that a developer takes interest, which may be influenced by the map's popularity.
An example is World At War, that had an unsupported way of handling canal movement (even requiring the use of edit mode in all multiple canal cases!), documented in notes, then @redrum supported it at the engine level. Going further back, New World Order had edit based rules for adding bunkers to the map, that were changed to be supported (even, though, in this case, not in the same way).
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@Cernel said in Sea Units starting in hostile seazones:
oping that a developer takes interest, which may be influenced by the map's popularity.
An example is World At War, that had an unsupported way of handling canal movement (even requiring the use of edit mode in all multiple canal cases!), documented in notes, then @redrum supported it at the engine level. Going further back, New World Order had edit based rules for adding bunkers to the map, that were changed to be supported (even, though, in this case, not in the same way).Ok, thanks you very much for the answers and the information. I will think about it.