Hi Jarek, If you can somehow get Ian's map creator's guide translated, that will really help you out a lot. For the submarine, I think of it like this. It would have a skill that was named "submerge". The submerge skill would use the script flag "transform_into" The unit it transforms into should be a submerged submarine. The submerged submarine could have health protection flags that protect it from different types of attacks, while the normal submarine unit would not. Also, I would have the oxygen point. When normal, the oxygen point could increase each round, to show that it is restockiung it's supply. When as the submerged unit, the same oxygen point would decrease each round, so that the player would be forced to come up after a number of rounds to resupply the oxygen. For the computer, I am not sure how to make the submerged sub do this, except to time the length the enemy sub is under water so that it doesn't kill itself by staying submerged too long. As the submerged unit, it would have the points to use torpedos, but when normal, it would probably would just have machine guns for light combat. I have seen movies were some subs had mounts for big machine guns so that is a possibility. The submerged unit would not, of course. If you plan on using depth charges, you could have the submerged unit have a type of health that is only able to be hurt by depth charges. So I guess I would do this: Unit 10 |flags Description This is the normal submarine. Add_skills sail,submerge,sonar Team=1 Health_max=100 Actions_max=2 Movement_max=3 Torpedos_max=10 Oxygen_max=20 Oxygen_start_turn_restore=1r3 Fuel_max=100 Sound=submarine Unit 10 |flags Description This is the submerged submarine Add_skills sail, surface, torpedo team=1 health_max=100 health_protect=100|air,100|artillery actions_max=2 movement_max=3 torpedos_max=10 oxygen_max=20 Oxygen_start_turn_inflict=1r3 Fuel_max=100 Sound=submerged _submarine The numbers I chose are arbitrary. They are just examples. I would connect the fuel point to the sail skill for the submarine and all navy vessels. What it would do is cost movement and fuel. The reason I would have both points is to limit the number of tiles per round a ship would sail. Each tile moved the vessel could lose 1 fuel point too. For the torpedos, those could be replenished as well as fuel by destroyer tenders I think they are called. They would refuel ships, fix them I think, and also would load on supplies and ammo. I am not 100% sure of that, but I think that might be the case. The oxygen you will notice goes up while it is normal, and will reduce while it is a submerged unit. In the points, you would make an oxygen point, and inside it you would put in the flag... At_zero=death This will kill the unit if the oxygen point runs out. If you want to use batteries they would work on the same principle as the oxygen. Recharge while normal , get spent while submerged. The health protect would have to be high enough to ensure nothing can possiblely hurt the submerged unit that is not intended to do so. So make sure you put in damage types for the air attacks and artillery attacks and label your attacks from these units as such. Also make sure that armor, if any, can resist these types of attacks if you think it should. Sonar is real easy to do. Have the skill cost an action or something and then have that skill call an effect. That effect will increase the sight range for a short while, maybe a round. So it might look like this. Skill 10 |flags Description The sonar skill Self Ai_buff Actions_cost=1 Self_effects=sonar Sound=sonar In the effects you would have this... Effect 10 |flags Description The sonar effect. Unit Duration=1 Sight_range_mod=3 This would then incrase the sight range of the sub by 3 tiles for one round. The aircraft carrier is tricky. They weren't really able to put up an indefinite number of planes. I mean, it would eventually run out of planes I would imagine. If a plane landed it could be rearmed, repaired and such, but I admit in the game it would be hard to keep track of all that as a player, and the computer would just run the aircraft till it ran out of fuel and then it would crash. So I am not sure how to fix that problem with the aircraft carrier and the planes. Maybe a new flag could be created called AI_return would cause the computer to make the units that hit a certain point total to return to the unit that summoned it? I don't know if that is even possible. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jaromír Pšánský Sent: Friday, April 04, 2014 3:12 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] [SPAM] the navy war is here This is my first focus. Hi gang. I'm trying to create a map pack of the Second World War. So far, I am building a naval and air units. I have a few problems that I can not solve . The first problem is the submarine . I wanted to do two skills for a submarine . The first skill submarine submerges and submarine turns into a submerged submarine torpedoes capable of attacking the enemy. The second submarine, surface, submarine turns into a classic boat that floats on the surface faster , but it will attack with torpedoes . Advantages of a submerged submarine : One: it should have protection against artillery and air attacks. Second : it can use the most powerful weapon torpedo. Cons: First : she is slower than other ships . The second : Battery and oxygen are not unlimited. If oxygen , the crew will die , and I think that with it submarine . If a battery , the effect is the same. The submarine can emerge and eventually cease to exist. So far I did not invent anything . Submarine sonar : I wanted to submarine underwater and on the surface she could use sonar , which would move her to a increased surveillance around. I guess I wrote it wrong , because I did not work this skill correctly . Can anyone advise me ? Question effects and their use is still pretty new to me , especially with regard to the new form of writing to map files for skills and effects. Aircraft carrier : The problems are two: First : How many aircraft carrier aircraft can carry and how many at once can send into the air. So far I 've solved so that the carrier aircraft gradually sending from his deck and has a limited capacity . It is a floating factory. The second problem is fuel supply . Skills I have done, but the planes would have to manually go back to the carrier for refueling and loading bombs and torpedoes. That does not seem too practical. The computer will solve the same problem. If you make an aircraft carrier skills with wide coverage is a question whether the fuel and its use makes sense . Refuel aircraft during the Second World War there . I'm sending a package and I will be very glad for any ideas , tips and ideas how to improve it. If you help me solve the problem with sonar , radar can do allies , enemy torpedoes improve the acoustic torpedoes and the like. I plan to work on the ground troops , but so far I have here and now with the Air Force and Navy. Also I do not understand why sometimes computer-controlled boats do not move or only occasionally. Briefly about sending : You can build a port in several types of boats , and over time build other port. The enemy also has its port , plus two airports . The Germans never had an aircraft carrier and yet her will. The computer produces all a little bit faster , so you're facing a real challenge. Here is the download link : https://dl.dropboxusercontent.com/u/112427319/The%20second%20world%20war.zip Thanks all, good days and you will happy. Regards from Czech republic. Jarek