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Firing off Military Options

Posted: Sat Nov 01, 2008 3:40 pm
by jastaV
Positive results from my experiment with Firing off Military Options.

The basic idea is that of removing an Option from the menu without player or AI having to activate it: your historical knowledge and game editing experience will suggest you a mess of good example fot its use.

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In the first picture Calling up for Logistic support Mil. Option is available to selection in the ledger.

In the second picture it has been fired off, without player having to select it.

In the attached optfiringoff.xls file the full example of the option command lines.
Basically to fire off an unused option I added a 5th sections of Option commands: evt_nam_FRA_MilitaryOption_LogSup_Disable
Here after setting at will the conditions, (I used fixedate trigget) you have to add a ChangeActorPool command setting $gmaOptionMil|MaxUse|0|.....

Make good use of it! :neener:

Posted: Mon Nov 03, 2008 9:32 am
by Pocus
I don't understand the underlying concept? If you fire options for the player, then we are back to events as done since 2006. The interest of options is that the player can choose which ones to fire, depending of his interest and budget.

Posted: Mon Nov 03, 2008 9:51 am
by arsan
Hi Pocus
think JastaV means to remove options from the list because of some reason or some date.
For example a option called "Winter reinforcements" would be available on winter season and removed from the list when spring arrives, even if the player has not used it.
My example is a little stupid :neener: but the idea of having certain options available only at certain dates, time periods or when certain conditions are met can be interesting for pseudo historical events. :thumbsup:
Cheers!

Posted: Mon Nov 03, 2008 12:00 pm
by jastaV
Here are working example: sincerely, hope they'll work, having not tested it, yet! :blink:

Enlisted Armistice Options are designed to be available only during the Armistice and removed, (fired off) as soon as the truce ends.

-Logistical Options: player will have chance to improve their logistical network, building major depots at key locations.

-Replacement Options: during the Armistice player will have access to dedicated low cost replacement options to replenish ranks after the Spring struggle and the armistice armies redeployement and reorganization.
Note: reorganized corps are added with reduced ranks, lower health.
It was Pocus to remind me I'll have to provide replacemets to replenish ranks!

-Fortification Options: French have chance to improve Dresden defences.

-"Diplomatic Options": Coalition could employ british money to get FE points so to have Austrian entering war.

In my thoughts, but the "huge" mess of Available Options, Sides will have limited resources to buy/activate them: so the need to choose most usefull one.
With time and testing the Option availability agaist resources ration has to been optimized! Player will be responsible for its decisions; AI opponent will possibly act by "Option_AIActivate" probability edited value..... anyway that should produce a nice mix of priority and randomness resulting in game variability!

Posted: Tue Nov 04, 2008 9:15 am
by Pocus
Ok, that's clearer for me now :)