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  #1  
Old January 25th, 2006, 06:17 PM
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Horst F. JENS Horst F. JENS is offline
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Default 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
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Old January 25th, 2006, 07:42 PM

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Default Re: immobile, but mapmove 1 possible ?

no idea but may i ask what for? you going to make me a mod?
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Old January 26th, 2006, 02:20 PM
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Default Re: immobile, but mapmove 1 possible ?

yes, i try to update my Chu-ko-Nu mod.
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Old January 26th, 2006, 05:52 PM

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Default Re: immobile, but mapmove 1 possible ?

kool, i enjoyed it btw
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Old January 27th, 2006, 12:24 AM
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Default 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?
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Old January 27th, 2006, 10:18 AM
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Default 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.
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Old January 27th, 2006, 11:48 PM
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Default 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.
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