S&G 1914
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The included txt file show what can be done with WWI 1914. There are two things of interest. Two/One hit tanks and requiring infantry to attack/defend.
Two/One hit tanks
New unit tank-defense
New NoPUEndTurn step added at start of player turn.
tank creates tank-defense
tank-defense creates tank
tank-defense placed in Bohemia for AustroHungarians
tank-defense placed in United States of America for AmericansThe infantry requirement
At the end of combatMovement tank, artillery and fighter are set to attack/defense 0 infantry uses support attachments for their attaches and defense, which also include fighter/artillery support and artillery/tank support.Thoughts...
Cheers...
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Interesting!
So far- When Tanks end a round on the sea the unit disappears
- tirgger should be trigger, minor as it is a label
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When Tanks end a round on the sea the unit disappears
Thank you for catching this! 'createsUnitsList' puts the unit in the territory. Even expanding the transport capacity does not work. Since the created unit dies the transported unit should not be removed. This is OK since the transported unit does not affect any battle.
tirgger should be trigger, minor as it is a label
Do not understand this??
Again thanks for the catch!!
Cheers...
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Not got time to look at the xml
Transport the Tank in 1 turn from Canada to Europe in one turn works.Transporting 2+ turns, the Tank is a land unit, so on the sea creating a land unit might have problems, could try it as is isAir.
tir vs tri gger (ri are transposed)
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Transporting 2+ turns, the Tank is a land unit, so on the sea creating a land unit might have problems, could try it as is isAir.
Creating the unit is automatic during "endTurn". If the units on land, then no problem. If the unit is being transported, it will create the unit in the sea zone, "Bye, bye created unit!" as tanks don't float. I don't want to stop this automatic creation, because it would be too hard to count each unit in each territory to replace. But the removal of the extra unit is controlled by triggers, so, just remove all extra units on land and leave the surviving unit on the transport. Problem solved!!
The fighter is also a ground unit, but it has Airborne movement, so it can jump those two territories. Leaving "Airborne Attacks Only In Existing Battles" and "Airborne Attacks Only In Enemy Territories" both at false will allow the fighter to make a non-combat jump during it special move turn.
P.S. The submarine has all the isSub options added with "firstStrike" set to false.
Cheers...
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This should be the last update for this xml, since this is not an official mod for this map, I'm leaving the xml in a mess, but it does run. And is more AI friendly (isAI is not used so can be run with 2.5).
A "Russian Revolution" game option has been added, but if any Central Powers are AI controlled, they will not accept the peace treaty.
A game option "Amphibious Assault Get -1 Attack" has been added because the AI will not allow edits if they are already attacking. This is left true by default.
There is still a noncombat move, as the AI does not handle a single move game.
Enemy mines will only attack when entering or stopping in a sea zone. They do not attack when leaving the sea zone. They will attack during noncombat move but can be switch off in game options (Always on AA).
To recreate the game notes, delete the html file and a new one will be recreated with updated information.
As always have fun!
Cheers...