Quote:
Originally Posted by ScottWAR
Can we adjust the availability of amphibious units in the XML files, or are we stuck with the original games reinforcement tendencies?
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Yes. You can add amphibs directly to the OOB for each side if you wish, including scheduling the turn of arrival. To control replacment units, the game is divided into 4 Phases for each side. Amphibious unit replacement depends on the current phase. Whenever an amphib unit is "consumed" (used in an invasion or sunk), a replacement will be scheduled if the total number in play (active or already scheduled) is less than the max for the current phase:
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