|
|
|
|
January 25th, 2006, 06:17 PM
|
|
Sergeant
|
|
Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
|
|
immobile, but mapmove 1 possible ?
and another question:
how do i lower the action points ("#ap"- command) below 10 ?
I want to make an unit that is immobile on the battlefield but can still fire and fight. (maybe ap 2 ?). On the map the unit should have mapmovement 1. Is that possible ?
whatever value i try for the #ap command, i still end up with ap 11, never less
|
January 25th, 2006, 07:42 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: immobile, but mapmove 1 possible ?
no idea but may i ask what for? you going to make me a mod?
|
January 26th, 2006, 02:20 PM
|
|
Sergeant
|
|
Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
|
|
Re: immobile, but mapmove 1 possible ?
yes, i try to update my Chu-ko-Nu mod.
|
January 26th, 2006, 05:52 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: immobile, but mapmove 1 possible ?
kool, i enjoyed it btw
|
January 27th, 2006, 12:24 AM
|
|
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Workaround
This is not perfect, but...
Armor encumbrance reduces your AP. Furthermore, ranged weapons are not affected by encumbrance, as they do not give fatigue. So... assuming you're just modding the Chu-ko-Nu units... you can give them a low AP by leaving the AP at 12 but awarding them a special armor with a very high encumbrance. Real AP = min((Base AP - Encumbrance), 2), I think. But maybe the minimum is 1.
I don't ever remember having problems with AP when modding. It sounds to me like you are setting AP before you do some #clear command, so the AP is reset to 12 and subsequently reduced to 11 by armor encumbrance. Are you sure the unit definition commands are in the right order?
|
January 27th, 2006, 10:18 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
|
|
Solved:Re: Workaround
Thank you Cherry,
with your hint i was able to solve that problem. My unit has now 4 ap but mapmove 1, like i always wanted.
|
January 27th, 2006, 11:48 PM
|
|
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Solved:Re: Workaround
Quote:
Horst F. JENS said:
Thank you Cherry,
with your hint i was able to solve that problem. My unit has now 4 ap but mapmove 1, like i always wanted.
|
You're welcome! Glad I could be of assistance.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|