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Dimitrius

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  1. Thanks Big Al. That sounds like a reasonable solution, one I can use given the limitations of the game.
  2. First issue The 'Rocket" unit IMO adds nothing to the game. So since one of the problems with conquering territory is garrisoning cities, I would like to create a garrison/security unit. The in-game units available IMO are inappropriate for this role(too powerful, big and costly). So I would like to "covert" the rocket unit to a garrison/security unit. It would have the attributes of an unimproved infantry unit and only its infantry weaponry would be improvable, nothing else. Is this possible with the editing tools available, if so how:confused: Second issue Most of the units in the game are marginally historic. However there never was a corps sized AT unit. I would like this to be similar to an infantry corps but with enhanced AT capabilities (added AT/SP AT Bns). The only thing needing change would be having the infantry weapons upgradable in the current AT unit. Is this possible with the game editor, if so how:confused:
  3. Using the editor. In event scripts I am trying to write a event script that has a begin date and a cancel date. Specifically Start date for mod 1939/03/03 MR Pact comes into effect 1939/08/25 Between these dates I have a script that increases the Russian activation by 50-60% if a axis unit is within 3 squares of Warsaw (executes fine). But on August 25 I want the event canceled as German and Russia have agreed to partition of Poland and there should be only a slight increase in Russian Activation (1-5%). Do I need a second event script to cancel the first? Can I use the same script and have a begin date / end date? or a specified number of turns in which the event is valid? Any suggestions :confused:
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