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Army HQ replacements

Posted: Sat Sep 13, 2008 9:26 am
by Ebbingford
Not sure if this has been brought up before but if it has just adding my thoughts on it. There needs to be replacements available in the pool for all the support units as there is in AACW. Especially for the HQ. It would greatly help the AI, especially in a long campaign like the peninsular war. It would also benifit the AI if there was a check to see if it still had the 2 or 3 Army HQs so that if it had lost one, like it frequently does, a replacement was available. I am playing the Spanish Ulcer most of the time and find that once Athena loses her Army HQs as either side, the challenge goes out of the game.

Posted: Sat Sep 13, 2008 9:35 am
by jastaV
Nice observation! :thumbsup:
Indeed, I already suggested to add replacements for support units.......

Posted: Sat Sep 13, 2008 12:22 pm
by PhilThib
It can also be done via an event, like checking every 6 months if a side has at least one Army HQ...and if not, to recreate one... ;)

Posted: Sun Sep 14, 2008 7:57 am
by Pocus
yes, if a modder can provide the specific event(s) we can add them indeed.

Posted: Sun Sep 14, 2008 8:58 am
by jastaV
Pocus wrote:yes, if a modder can provide the specific event(s) we can add them indeed.


I can try, although I did not looked at Peninsular War scenario, for "modding" yet, but for some syntax example!

Posted: Sun Sep 14, 2008 10:17 pm
by jastaV
PhilThib wrote:It can also be done via an event, like checking every 6 months if a side has at least one Army HQ...and if not, to recreate one... ;)


There's a 3rd possible solution: buying HQ and support units by military options..........
I alredy experienced and tested it in my mods: it gives player the choice!

Let me know if it could work for you in Peninsular War scenario, too!

Posted: Sun Sep 14, 2008 10:23 pm
by PhilThib
Yes, this option would be even more flexible I believe, and most likely the best solution :thumbsup:

Posted: Sun Sep 14, 2008 10:23 pm
by jastaV
Pocus wrote:yes, if a modder can provide the specific event(s) we can add them indeed.


Pocus,
LGE_Setup_scenar_SpanishCampaign_1808-1814y available from last NCP_DB is dated 27th June 2008.
Is this the very last version?
Can you provide something more recent?

Posted: Sun Sep 14, 2008 10:27 pm
by PhilThib
This is the most recent version :D

Posted: Sun Sep 14, 2008 11:38 pm
by jastaV
Working over the Military Option way......

A sort of command like this could perhaps works as conditions:

CountUnits;$Theater_Spanish_Peninsula|0|$F08|$famArmyHQ|=|0

I used ( ;) to indicate excel cells separation.

Unfortunately I have not example of the $famArmyHQ Syntax but this seems the only way to evaluate presence on map of Army HQ units.

The other possibility, $Supply is too much generic.


Pocus, indeed already suggested to use a SelectSubUnits, with the possible advanced criteria then do an EvalSubUnitCount.

Need someone's suggestion........
.......dreaming an updated, exaustive event editing guide! :love:

Posted: Mon Sep 15, 2008 1:22 am
by lodilefty
Look in models or units DB to determine the family, and in aliases to confirm exact spelling

Posted: Mon Sep 15, 2008 1:30 am
by lodilefty
SelectSubUnits; Area $Theater_Spanish_Peninsula|Models $mdl_whatever_the_HQ_is

EvalSubUnitCount; =|0

If the $fam you cite doesn't exist in the DB or Aliases = nada, possibly CTD

Posted: Mon Sep 15, 2008 10:25 pm
by jastaV
Firstly, a big thank to Lodi' for support granted! :coeurs:

Secondly, will something like that working, for you?

Image

Of course, there's till things to check and improve, expecially to avoid players' dirty cheeting against AI.


To Rafiki: Before moving all to the modding pages, please wait this "solution" will be aproved by AGEod teams. :neener:

Posted: Tue Sep 16, 2008 9:31 am
by Pocus
But are you giving replacements or units? Because you need a new unit for the HQ too.

Posted: Tue Sep 16, 2008 10:10 am
by jastaV
Pocus wrote:But are you giving replacements or units? Because you need a new unit for the HQ too.


Look at "hint box" in the picture: Spend 60 Money, 30 Conscripts, 40 VP to activate this option. Gain a 1x HQ , 2x Waggon Supply, 1 Field Hospital, 1 Pontoneer [color="Red"]units[/color].

It should be clear new support units are called up! ;)

P.S.:
later I'll post in detail command strings I'm using.

Posted: Tue Sep 16, 2008 10:39 am
by lodilefty
jastaV wrote:Look at "hint box" in the picture: Spend 60 Money, 30 Conscripts, 40 VP to activate this option. Gain a 1x HQ , 2x Waggon Supply, 1 Field Hospital, 1 Pontoneer [color="Red"]units[/color].

It should be clear new support units are called up! ;)

P.S.:
later I'll post in detail command strings I'm using.


Obviously it wasn't clear if the question was asked...

Posted: Tue Sep 16, 2008 11:20 am
by Pocus
You then also need to give one free Army HQ replacement point, in case of damages to on map HQs.

Posted: Tue Sep 16, 2008 12:28 pm
by jastaV
Pocus wrote:You then also need to give one free Army HQ replacement point, in case of damages to on map HQs.


Good!
That will be managed in a different way:
Random event replacement!

Posted: Tue Sep 16, 2008 12:37 pm
by lodilefty
jastaV wrote:Good!
That will be managed in a different way:
Random event replacement!


That can get tricky, as IMHO, it could need to be dependant on the presence or strength of the HQ unit or an existing replacement...

I've gotten severely tangled up trying to get "cute" with this kind of idea :o
Usually I end up just making it simple....

Suggestion: start by including the replacement in the option, test and see if it is needed or consumed, then do something more complex... ;)

Posted: Tue Sep 16, 2008 12:48 pm
by jastaV
lodilefty wrote:That can get tricky, as IMHO, it could need to be dependant on the presence or strength of the HQ unit or an existing replacement...

I've gotten severely tangled up trying to get "cute" with this kind of idea :o
Usually I end up just making it simple....

Suggestion: start by including the replacement in the option, test and see if it is needed or consumed, then do something more complex... ;)


Is there any event-command string relative to checking the availability of specifit replacement types? :confused:

Posted: Tue Sep 16, 2008 4:11 pm
by Pocus
Evaluate Replacements, syntax is: EvalReplacement = FactionTag ; FamilyUID ; Operator (one of: =, <, >, <=, >=, DICE) ; Value'

Posted: Sat Oct 04, 2008 10:13 pm
by Ebbingford
Is anything going to be done about this officially? Or is the chance to improve the game going to be lost?

Posted: Sat Oct 04, 2008 10:38 pm
by jastaV
Ebbingford wrote:Is anything going to be done about this officially? Or is the chance to improve the game going to be lost?


Nothing is going to be lost!
It's just a matter of time and priorities!
.......and event editing experience! :mdr:

Posted: Sat Oct 04, 2008 11:32 pm
by Rafiki
Ebbingford wrote:Or is the chance to improve the game going to be lost?

It won't, and it never will be. That's part of what these forums are here for :thumbsup:

Posted: Wed Feb 25, 2009 11:47 pm
by Ebbingford
Still nothing on this?
I'm playing WIA at the moment but would like to leap into the Spanish campaign again but am waiting for any news on these HQ replacements. I think at the moment if you played with hardened attrition on you would be lucky to keep the British HQ intact for the whole campaign, it would slowly be lost to attrition as you have no replacements for it to regain strength from. I only use the British one for the Brits and keep the Spanish for the Spanish. The AI suffers even more from a lack of replacements and as has been said before once it has lost HQs the game is as good as won when it needn't be quite so easily. :(

Posted: Sat Mar 24, 2012 5:33 pm
by Ebbingford
Does the latest patch fix these issues with HQ's?

Posted: Mon Apr 23, 2012 3:02 am
by Franciscus
Ebbingford wrote:Does the latest patch fix these issues with HQ's?


Sorry, I missed your question...

A fix is in place in the latest beta patch, yes, in the form of yearly replacements of HQ, service, engineer and supply units (moddable). Only by playing the game we will be sure if the balance is OK or not, though.

Regards

Posted: Mon Apr 23, 2012 6:04 am
by Ebbingford
Sounds good to me :thumbsup:

Might have to dust this off and play the Spanish ulcer again :dada: