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    one directional territory connections?

    Map Making
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    • F
      ff03k64 last edited by

      Is this possible?

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      • R
        RogerCooper @ff03k64 last edited by

        @ff03k64 No, but you can make 1 territory impassable, which allows movement from but not movement to.

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        • F
          ff03k64 @RogerCooper last edited by

          @RogerCooper Interesting. Can I change that status with triggers?

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          • F
            ff03k64 last edited by

            Another thought, how would that affect scrambling aircraft?

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            • LaFayette
              LaFayette Admin last edited by

              Do you have any ideas how it would be clear on the map that you could only move to but not from?

              There was a 'removeConnection' tag but it does not have any code behind it. I think the idea was for that to make connections unidirectional.

              If there surely would be use for it, we could build an attribute into connection to make it one-way.

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              • F
                ff03k64 @LaFayette last edited by

                @LaFayette I haven't thought that far ahead yet!

                Though I think it might not matter for my map, because it should only really affect the AI. Game notes can help make sure the player knows though, to play accordingly.

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                • R
                  RogerCooper @ff03k64 last edited by

                  @ff03k64 said in one directional territory connections?:

                  @RogerCooper Interesting. Can I change that status with triggers?

                  Possibly. You could have the territory as owned by player that is neutral to the others. You could then change territory ownership with triggers.

                  What is the goal you are trying to achieve?

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                  • F
                    ff03k64 @RogerCooper last edited by

                    @RogerCooper I am trying to figure out a way to simulate the air game in xcom 2012. The air game is almost entirely sperate from the ground game, besides putting units on the ground.

                    And how to simulate a "boss" battle. I want a territory that is impassable unless xcom has a certain late game unit.

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                    • R
                      RogerCooper @ff03k64 last edited by

                      @ff03k64 said in one directional territory connections?:

                      @RogerCooper I am trying to figure out a way to simulate the air game in xcom 2012. The air game is almost entirely sperate from the ground game, besides putting units on the ground.
                      You can have separate air battles before ground battles. For a more elaborate approach you could have 2 identical maps, The second map would consist entirely of sea zones and your aircraft would be "ships". Your "ships" would transport the ground forces.

                      And how to simulate a "boss" battle. I want a territory that is impassable unless xcom has a certain late game unit.
                      Have it controlled by a "boss battle" player. Make the "boss battle" hostile to all when you want the fighting to begin.

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                      • F
                        ff03k64 @RogerCooper last edited by

                        @RogerCooper Can you point me to a map that uses air battles so I can see how it works?

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                        • R
                          RogerCooper @ff03k64 last edited by

                          @ff03k64 All of the Global 1940 games have a round of air battle before bombing raids. You can have air battles before normal combat as well.

                          Here are the properties involved:

                              <property name="Air Battle Rounds" value="1" editable="true">
                                <number min="-1" max="100"/>
                              </property>
                              <property name="Air Battle Attackers Can Retreat" value="false" editable="true">
                                <boolean/>
                              </property>
                              <property name="Air Battle Defenders Can Retreat" value="false" editable="true">
                                <boolean/>
                              </property>
                              <property name="Battles May Be Preceeded By Air Battles" value="false" editable="true">
                                <boolean/>
                              </property>
                              <property name="Raids May Be Preceeded By Air Battles" value="true" editable="true">
                                <boolean/>
                              </property>
                          
                          
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                          • F
                            ff03k64 @RogerCooper last edited by

                            @RogerCooper thanks, I will check that map out!

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                            • Schulz
                              Schulz @ff03k64 last edited by

                              I'd like this feature as well. It could work great to mimic Brest-Litovsk agreement more realistically without using triggers or Communists.

                              For example CP occupies all these territories but unables to advance more deeper while Russia (Whatever tsarist, democratic or communist) can retake these teritories if CP doesn't defent them properly. So CP will need to tie significant forces to keep these territories.

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