[ian-reeds-games] Re: [SPAM] the navy war is here

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 4 Apr 2014 12:36:45 -0400

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





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