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Merchandise Model/Unit

Posted: Thu Feb 28, 2008 2:59 pm
by lodilefty
OK, I give up.

What's this used for? :confused:

Looks like it just sits there, and only 'carries' victory points and 'Political points'. Doesn't use supply or generate supply, can't move, has 0% chance of capture....

Can we put it in a location with the idea that the opponent gains VP if it's destroyed? Like cotton at New Orleans?

Posted: Thu Feb 28, 2008 3:08 pm
by PhilThib
Exactly...you could have an event that, when captured by the enemy, this one receives VPs [as in BOA's Yorktown scenario], plus may be some other assets (money, war supplies, etc...)

Posted: Thu Feb 28, 2008 3:36 pm
by lodilefty
PhilThib wrote:Exactly...you could have an event that, when captured by the enemy, this one receives VPs [as in BOA's Yorktown scenario], plus may be some other assets (money, war supplies, etc...)


OK, but what if it's just sitting in a city that then gets captured? Does it trigger anything or create change in VP, etc. when destroyed or captured?

Posted: Thu Feb 28, 2008 4:25 pm
by PhilThib
Yes... we now have event script that allows for its removal too :indien:

Posted: Thu Feb 28, 2008 4:49 pm
by lodilefty
PhilThib wrote:Yes... we now have event script that allows for its removal too :indien:


As in
EvalUnit = Merchant #1|Exist
RemoveUnit = Merchant #1
??

Or is there a new script specific to Merchant units?

Posted: Thu Feb 28, 2008 5:22 pm
by PhilThib
No, this would work perfect.... you may even decide to remove all merchandises from a specific region, theater or even the whole map at once (using the Kill script we developped for NCP)...

Once thing I was thinking would be to have these merchandises pop up in the South Central, Deep South and maybe one or two key locations at specific time (August harvest?)...then stay on map for 1 or 2 months... then 2 things would happen:

1 - IF still owned by friendly player, at some point the merchandise would be removed from the map (i.e. sold) and the original owner would receive WSU or Engagement Points ([color="DarkRed"]Note: termed EP, the future equivalent of WSU for BOA2[/color]) in exchange...

2 - If captured by enemy, it is destroyed and enemy receives VPs (or WSU / EP), and owner gets nothing (or might even lose something...)

This would give some incentive for military operations into key economic areas in the games (like the Cotton / Tobacco producing areas...or even Furs in Hudson Bay for BOA2 :indien: )

What do you think?

Posted: Thu Feb 28, 2008 5:39 pm
by lodilefty
That's neat! I thnk Hudson's Bay is about to get some furs! :king:

um, what's the syntax for "Kill" look like?

Sounds lethal! :siffle:

What does it do differently than SelUnqSubUnit/RemoveCuSubUnit?

Posted: Thu Feb 28, 2008 5:54 pm
by PhilThib
Pocus will give more details if I am wrong, but the script is better suited to remove ALL units of one faction. Here is the example taken from the events in NCP's Prussian Campaign 1807

[color="DarkRed"]SelectSubUnits Area $Theater_Germany|FactionTags SAX
AlterCuSubUnit ApplytoList|Kill[/color]

Here, what it does is select all kind of SAX (saxons) and remove them from the Germany theater...

Now you could do something like:

[color="DarkRed"]SelectSubUnits Area $Deep South|FactionTags IND
AlterCuSubUnit ApplytoList|Kill[/color]

This would remove all IND units from the Deep South (could be used for a Peace Treaty implementation, or even for some Indians changing side)...

However, I suggest you keep on using the RemoveUnit script for those merchandises... :indien:

Posted: Thu Feb 28, 2008 6:03 pm
by lodilefty
Thanks!

Now I'm going to get wierd: :tournepas

What would it take [mod or code] to:

Load a merchandise onto a Transport in, say in New Orleans
Move the loaded ships to say, France
Unload there

and get WSU credit for this!

I could conceivably create an event [or events] that checks the destination for Mechandise, removes them and credits a faction's WSU pool.
...or creates a WSU merchandise unit there, that then has to get back to NO, unloaded and credit given....

Would it work? [assuming the destination is unblocked of course]

Creates a more player engaged blockade-running scenario. :siffle:

Posted: Thu Feb 28, 2008 6:20 pm
by Clovis
PhilThib wrote:No, this would work perfect.... you may even decide to remove all merchandises from a specific region, theater or even the whole map at once (using the Kill script we developped for NCP)...

Once thing I was thinking would be to have these merchandises pop up in the South Central, Deep South and maybe one or two key locations at specific time (August harvest?)...then stay on map for 1 or 2 months... then 2 things would happen:

1 - IF still owned by friendly player, at some point the merchandise would be removed from the map (i.e. sold) and the original owner would receive WSU or Engagement Points (Note: termed EP, the future equivalent of WSU for BOA2) in exchange...

2 - If captured by enemy, it is destroyed and enemy receives VPs (or WSU / EP), and owner gets nothing (or might even lose something...)

This would give some incentive for military operations into key economic areas in the games (like the Cotton / Tobacco producing areas...or even Furs in Hudson Bay for BOA2 :indien: )

What do you think?


Neat idea for AACW but I just wonder if AI is currently able to care of such units....

Posted: Fri Feb 29, 2008 10:02 am
by PhilThib
lodilefty wrote:What would it take [mod or code] to:

Load a merchandise onto a Transport in, say in New Orleans
Move the loaded ships to say, France
Unload there

and get WSU credit for this!

I could conceivably create an event [or events] that checks the destination for Mechandise, removes them and credits a faction's WSU pool.
...or creates a WSU merchandise unit there, that then has to get back to NO, unloaded and credit given....

Would it work? [assuming the destination is unblocked of course]

Creates a more player engaged blockade-running scenario. :siffle:


Nothing prevents you do to that. I just feel this is going to create a lot of micromanagement for the players.

In addition, I am almost 100% sure the AI will do nothing with it. :siffle:

But you can do so :king: :indien:

Below is an example of event merchandise-related I had originally planned for ACW but never implemented

Cotton stockpiles (USA/CSA)

NB: Not sure what to do here, as it's really a multipart event.

Any city with a cotton stockpile (At least Charleston, Savannah, New Orleans, Wilmington, Memphis, Jackson, Mobile) will have the opportunity to burn the stockpile before it's taken by a Union army. If foreign intervention occurrs, any stockpiles remaining in a Southern port area will be converted into supplies or artillery units. If the stockpile is captured and transported back to a Northern port, it will be converted into supplies for the Union.

Stockpiling will begin at the start of the war, and continue to accumulate until one of three things happens. 1.Foreign intervention 2.Capture 3.CSA player accepts the event about Slaves conscription. In the third case, the current stockpile remains, but no further will accumulate.

Posted: Fri Feb 29, 2008 12:54 pm
by lodilefty
Thanks for the information.

I had a feeling the AI would ignore it. :p leure:

Even though there are many who thrive on micromanagement,that's not me!
If I do anything with it, it will be minimal, maybe once or twice a year.

Also, my thought is is 'bring back' a supply unit, not simply credit WSU...

I'm thinkng of it for WIA/BoA, to have something for those forlorn USA transport to do..... :niark: