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Amphibious Reinforcements
Can we adjust the availability of amphibious units in the XML files, or are we stuck with the original games reinforcement tendencies?
Its gonna kill a lot of ideas if we have no control over amphibious units. If we want to make a scenario that starts later than any of the ones included......or earlier, then the rate at which amphibious units are given out is going to be tough to work around. |
Re: Amphibious Reinforcements
Quote:
Allies: Phase 1 - 0 amphibs Phase 2 - 1 amphib max Phase 3 and 4 - 2 amphibs max Japan: Phase 1 - 4 max Phase 2 - 3 max Phase 3 - 2 max Phase 4 - 1 max In the XML file as part of the game node are these attributes: JapanesePhase1Turn = "4" JapanesePhase2Turn ="12" JapanesePahse3Turn ="24" AlliedPhase1Turn="7" AlliedPhae2Turn="18" AlliedPhase3Turn="36" The numbers are the turn that the phase ends, so for the standard game (above), Japanese Phase 1 lasts from turn 1 throught turn 3. Phase 2 lasts from turn 4 through turn 11, Phase 3 lasts from 12 through 23, and phase 4 lasts from turn 24 to the end. Thanks, John Hawkins KE Studios |
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