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Thread: Controlling reinforcements

  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Controlling reinforcements

    Does anyone know how to get a timed reinforcement army in an historical battle to appear and come under the control of a playable army?

    I cannot work out what supporting_armies does yet, maybe it is connected to that...

    Any help is appreciated.
    "One of the most sophisticated Total War mods ever developed..."

  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Controlling reinforcements

    Quote Originally Posted by Dol Guldur
    Does anyone know how to get a timed reinforcement army in an historical battle to appear and come under the control of a playable army?

    I cannot work out what supporting_armies does yet, maybe it is connected to that...

    Any help is appreciated.
    Unfortunately I have not the answer, but only two remarks that might help you.

    We have used in ITW two functions that combined might allow the player to control the reinforcements.

    First: some reinforcements can be included in battle. But we have used this feature with armies different from the playable one.
    Example:
    Code:
    reinforcement	numidia, 0, no_withdraw, supporting_armies 0
    reinforcement_time	0.011
    
    deployment_area_point	509.002, 282.083
    deployment_area_point	424.908, 733.092
    deployment_area_point	291.596, 716.587
    deployment_area_point	326.570, 314.146
    
    unit			0, 390.384, 676.590, 176, formation_type square, formation_width 117.859
    unit			1, 406.503, 696.447, 174, formation_type square, formation_width 96.878
    unit			2, 341.895, 356.209, 19, formation_type square, formation_width 287.193
    unit			3, 334.070, 336.052, 19, formation_type square, formation_width 238.710
    The first possibility would be to put a second army of the same faction as the human player faction and try to see if it is playable.

    Second: you can deploy the same army in two different places of battlefield.
    Example:
    Code:
    army	romans_julii, 0, no_withdraw, supporting_armies 0
    
    deployment_area_point	211.806, 594.831
    deployment_area_point	441.631, 604.272
    deployment_area_point	438.889, 389.637
    
    unit			0, 421.821, 487.511, 93, formation_type square, formation_width 8.972
    unit			1, 394.574, 487.929, 92, formation_type square, formation_width 8.613
    unit			2, 427.642, 468.474, 96, formation_type square, formation_width 21.973
    unit			3, 374.356, 509.923, 100, formation_type square, formation_width 10.800
    unit			4, 379.645, 530.966, 96, formation_type square, formation_width 13.316
    unit			5, 368.756, 494.596, 101, formation_type square, formation_width 16.968
    unit			7, 349.020, 538.322, 95, formation_type square, formation_width 45.531
    unit			9, 297.835, 589.372, 92, formation_type square, formation_width 13.228
    unit			8, 343.080, 584.770, 94, formation_type square, formation_width 44.260
    unit			10, 297.753, 576.128, 91, formation_type square, formation_width 13.454
    unit			11, 297.608, 561.676, 91, formation_type square, formation_width 13.035
    unit			12, 297.405, 546.368, 90, formation_type square, formation_width 5.485
    
    deployment_area_point	460.680, 351.343
    deployment_area_point	116.183, 489.016
    deployment_area_point	116.813, 596.999
    deployment_area_point	450.600, 621.637
    
    unit			13, 204.470, 508.626, 64, formation_type square, formation_width 4.215
    unit			14, 232.996, 561.339, 68, formation_type square, formation_width 20.975
    unit			15, 244.599, 537.587, 66, formation_type square, formation_width 1.000
    unit			16, 205.552, 527.030, 69, formation_type square, formation_width 13.833
    unit			17, 199.517, 541.458, 67, formation_type square, formation_width 13.463
    unit			18, 194.478, 559.026, 65, formation_type square, formation_width 12.087
    unit			6, 154.503, 510.580, 66, formation_type square, formation_width 12.479
    unit			19, 146.136, 526.873, 67, formation_type square, formation_width 13.147
    The second possibility is: what would happen if the second part of the army is placed outside of battlefield? (I mean outside the red line). Would it be considered as a reinforcement?
    In case this army cannot be moved, a script would be needed to move it to a zone inside the red line.

    I hope this helps.

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Controlling reinforcements

    Thanks Monkwarrior.

    I decided to come at it from a different angle because the reinforcement army would just sit there after is teleported onto the battlemap. Fortunately the time taken for that army to reach the centre of action if placed at the most remote corner of the battlemap is about the time needed for reinforcements. I will not always have that fortune though and will look to investigate your suggestions further when I am not so fortunate.

    BTW, as you may have missed it, I have been able to get distant-view wonder models vieweable in historical battles by placing the appropriate landmark line from DS into the descr_battle file (after the dates). This seems to work fine *but* you need to comment it out if you want to reload the HB into the Battle Editor for further editing as it does not like that line and will not load up. I cannot for the life of me work out why the same is not true of custom battles generated from the Battle Editor (rather than the custom locations text file). Have you looked into this? Hope this is useful information for you.

    I wish I had more time to write tutorials :(
    "One of the most sophisticated Total War mods ever developed..."

  4. #4

    Default Re: Controlling reinforcements

    I may have found your problem. In the battle editor, you can change the armies specs. so...

    Load the battle you want to change into the battle editor. If you can edit an existing army in the battle editor, than good, but if not, thats not too bad.

    Make you army. I noticed that you can change the arrival time.


    So maybe that could help, I have not experimented with it.


    Good luck,
    RM3

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Controlling reinforcements

    ERmm????? Didn't understand a word of that but I am quite familiar with using the Battle Editor and am aware of the reinforcement time ;) Thx.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: Controlling reinforcements

    Lol, I didn't write that very well, I must have been a bit out of it...

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